RESEARCH ON VIRTUAL REALITY MEDIA
Research to develop the character of elementary school students through the use of interactive multimedia virtual reality in Bandung Indonesia
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
This details a successful data-driven redesign of Math 215, an online statistics concepts course at Franklin University. The redesigned course incorporated new interactive educational multimedia. This new design resulted in improved student retention, better student performance, and better satisfaction with the course.
Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning En...Prachyanun Nilsook
Premsmith, J., Wannapiroon, P. & Nilsook, P. (2017) Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning Environment. 2017 International Conference on
e-Commerce, e-Administration, e-Society, e-Education, and e-Technology, Kyoto, Japan
April 4-6, 2017. pp 368-375.
Blended e-Learning Activities for the Information and Innovation Management C...Panita Wannapiroon Kmutnb
Nilsook, P., and Wannapiroon, P. (2012). Blended e-Learning Activities for the Information and Innovation Management Course: Its Outcomes of Graduate Students’Bangkok-Thonburi University. The Proceeding of the Fourth TCU International e-Learning Conference 2012 (IEC2012): "Smart Innovations in Education and Lifelong Learning". June 14-15, 2012. Nonthaburi, Thailand. pp. 221-227.
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
This details a successful data-driven redesign of Math 215, an online statistics concepts course at Franklin University. The redesigned course incorporated new interactive educational multimedia. This new design resulted in improved student retention, better student performance, and better satisfaction with the course.
Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning En...Prachyanun Nilsook
Premsmith, J., Wannapiroon, P. & Nilsook, P. (2017) Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning Environment. 2017 International Conference on
e-Commerce, e-Administration, e-Society, e-Education, and e-Technology, Kyoto, Japan
April 4-6, 2017. pp 368-375.
Blended e-Learning Activities for the Information and Innovation Management C...Panita Wannapiroon Kmutnb
Nilsook, P., and Wannapiroon, P. (2012). Blended e-Learning Activities for the Information and Innovation Management Course: Its Outcomes of Graduate Students’Bangkok-Thonburi University. The Proceeding of the Fourth TCU International e-Learning Conference 2012 (IEC2012): "Smart Innovations in Education and Lifelong Learning". June 14-15, 2012. Nonthaburi, Thailand. pp. 221-227.
Software Engineering I is a mandatory subject for
undergraduate students that is taught in the second semester of
the 2nd year of the Degree in Computer Sciences at the
University of Salamanca (Spain). This degree exists since 1989
but it has transformed over time according to the education law
changes in Spain and Europe. Software Engineering I is the first
subject related to the area of software engineering that is taught
in the degree. The novelty of the concepts and the need to develop
abstract thinking to acquire the different competences of the
subject, implies a handicap to teach the subject. The final grades
obtained by the students in the subject are fairly low compared
with other subjects in the degree. Moreover, the attendance to the
face-to-face classes is continuously reduced throughout the
semester, which affects to the continuous assessment. Some
initiatives have been applied during previous school years but a
global change of the subject is necessary. In order to increase the
success rate of the subject and to achieve that students are
involved in the learning process, authors have implemented an
active learning methodology based on team working.
Furthermore, two instruments have defined to measure the
impact of the changes and evaluate the pilot.
Need analysis for the development of a microcontroller instructional module p...journalBEEI
In the era of the IR 4.0, the use of information technology among school students is widespread but students are not proficient in computer programming. To compete in the digital world, students need to be exposed to computer programming in order to produce computer programming experts. Integrating computer programming into the school curriculum can improve students literacy of computer programming but adequate computer programming skill among teachers are quite limited. Therefore, the development of microcontroller instructional teaching module which could address this problem is needed. This development aims to develop the module using design and developmental research (DDR) approach. Need Analysis phase in DDR is discussed in this article. The phase consists of identifying the level of knowledge, attitudes and practices of teachers about microcontroller and to obtain the views and opinions of the teachers on the developmental needs of microcontroller teaching modules. The type of microcontroller and the programming language to be used in the microcontroller module also identified.The results of this study are important to ensure that the design and development of an instructional module for microcontroller education are implemented and have a positive impact on increasing the programming literacy level among secondary school children
Exploring learner experiences in open cross-institutional and cross-boundary professional development courses in higher education,
a Phd project work-in-progress
Chrissi Nerantzi, Manchester Metropolitan University, United Kingdom, @chrissinerantzi
Enhancing students' learning through blended learning for engineering mathema...Dann Mallet
Presentation given by Iwona Czaplinski and Dann Mallet at the 2014 Australian Conference on Science and Mathematics Education. We discuss a project looking to enhance students' learning through the use of a connected, blended learning environment.
An analysis of teachers’ comments about digital textbookKyubok Cho
An analysis of Teachers’ comments about the advantages and issues of improving the use of digital textbooks in Pilot Schools
The purpose of this research is to identify the advantages and issues of improving the use of digital textbooks in schools. For this objective, an online questionnaire was conducted to 134 representative teachers (Director or Head Teacher) of digital textbook pilot schools (elementary and middle schools) in South Korea during October 2015, and 119 teachers responded. The questionnaire contained 5 open-ended questions about the advantages and issues of improving the digital textbooks, classes using digital textbooks and managing the digital textbook pilot school. Results of the content analysis of the comments were categorized into 4 topics (development of students, digital textbook’s contents, digital textbook’s function, change of instruction). Each of the 4 topics included comments involving advantages and improvements.
Though there were comments about digital textbooks’ side effects such as distractibility and eyestrain to students, positive feedback regarding the implement of students’ concentration, interest and self-directed learning attitudes outweighed the negative comments. Also, there were affirmative comments about the variety and volume of digital textbook contents and voices demanding more richness and high quality contents. In addition, there were positive and negative comments about digital textbook’s functions such as search, exam, note, etc.. Some of the comments were not focused on digital textbook’s functions and instead focused on keywords such as LMS (Learning Management System), function of control students’ PC, cloud platform. Pilot school teachers commented about diversification of in-class digital textbook usage (Flipped learning, Collaboration learning, Personalized learning, etc.) and preparation (class design, lesson study, etc.).
The purpose of this study was developing and validation virtual test based multiple representations to facilitate students to understand the questions that assess students’ decision-making competence of buffer solution. This research was conducted using the method development and validation. The participants were 136 high school students who take science class. Data obtained were content validity, reliability, item difficulty index, discrimination index and readability of virtual test that has developed. This study also compared the item difficulty and readability between virtual test and paper and pencil test. The results showed that the virtual test had CVI’s value was 0.71, the Cronbach's Alpha value was 0.925 which was showed that the reliability with included in “very good” category, the item difficulty index was moderate categories and the readability of virtual test was higher than paper and pencil test. It could be concluded that the virtual test that had developed was feasible to use and could facilitate students in understanding the questions that assess students’ decision-making competence of buffer solution.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Software Engineering I is a mandatory subject for
undergraduate students that is taught in the second semester of
the 2nd year of the Degree in Computer Sciences at the
University of Salamanca (Spain). This degree exists since 1989
but it has transformed over time according to the education law
changes in Spain and Europe. Software Engineering I is the first
subject related to the area of software engineering that is taught
in the degree. The novelty of the concepts and the need to develop
abstract thinking to acquire the different competences of the
subject, implies a handicap to teach the subject. The final grades
obtained by the students in the subject are fairly low compared
with other subjects in the degree. Moreover, the attendance to the
face-to-face classes is continuously reduced throughout the
semester, which affects to the continuous assessment. Some
initiatives have been applied during previous school years but a
global change of the subject is necessary. In order to increase the
success rate of the subject and to achieve that students are
involved in the learning process, authors have implemented an
active learning methodology based on team working.
Furthermore, two instruments have defined to measure the
impact of the changes and evaluate the pilot.
Need analysis for the development of a microcontroller instructional module p...journalBEEI
In the era of the IR 4.0, the use of information technology among school students is widespread but students are not proficient in computer programming. To compete in the digital world, students need to be exposed to computer programming in order to produce computer programming experts. Integrating computer programming into the school curriculum can improve students literacy of computer programming but adequate computer programming skill among teachers are quite limited. Therefore, the development of microcontroller instructional teaching module which could address this problem is needed. This development aims to develop the module using design and developmental research (DDR) approach. Need Analysis phase in DDR is discussed in this article. The phase consists of identifying the level of knowledge, attitudes and practices of teachers about microcontroller and to obtain the views and opinions of the teachers on the developmental needs of microcontroller teaching modules. The type of microcontroller and the programming language to be used in the microcontroller module also identified.The results of this study are important to ensure that the design and development of an instructional module for microcontroller education are implemented and have a positive impact on increasing the programming literacy level among secondary school children
Exploring learner experiences in open cross-institutional and cross-boundary professional development courses in higher education,
a Phd project work-in-progress
Chrissi Nerantzi, Manchester Metropolitan University, United Kingdom, @chrissinerantzi
Enhancing students' learning through blended learning for engineering mathema...Dann Mallet
Presentation given by Iwona Czaplinski and Dann Mallet at the 2014 Australian Conference on Science and Mathematics Education. We discuss a project looking to enhance students' learning through the use of a connected, blended learning environment.
An analysis of teachers’ comments about digital textbookKyubok Cho
An analysis of Teachers’ comments about the advantages and issues of improving the use of digital textbooks in Pilot Schools
The purpose of this research is to identify the advantages and issues of improving the use of digital textbooks in schools. For this objective, an online questionnaire was conducted to 134 representative teachers (Director or Head Teacher) of digital textbook pilot schools (elementary and middle schools) in South Korea during October 2015, and 119 teachers responded. The questionnaire contained 5 open-ended questions about the advantages and issues of improving the digital textbooks, classes using digital textbooks and managing the digital textbook pilot school. Results of the content analysis of the comments were categorized into 4 topics (development of students, digital textbook’s contents, digital textbook’s function, change of instruction). Each of the 4 topics included comments involving advantages and improvements.
Though there were comments about digital textbooks’ side effects such as distractibility and eyestrain to students, positive feedback regarding the implement of students’ concentration, interest and self-directed learning attitudes outweighed the negative comments. Also, there were affirmative comments about the variety and volume of digital textbook contents and voices demanding more richness and high quality contents. In addition, there were positive and negative comments about digital textbook’s functions such as search, exam, note, etc.. Some of the comments were not focused on digital textbook’s functions and instead focused on keywords such as LMS (Learning Management System), function of control students’ PC, cloud platform. Pilot school teachers commented about diversification of in-class digital textbook usage (Flipped learning, Collaboration learning, Personalized learning, etc.) and preparation (class design, lesson study, etc.).
The purpose of this study was developing and validation virtual test based multiple representations to facilitate students to understand the questions that assess students’ decision-making competence of buffer solution. This research was conducted using the method development and validation. The participants were 136 high school students who take science class. Data obtained were content validity, reliability, item difficulty index, discrimination index and readability of virtual test that has developed. This study also compared the item difficulty and readability between virtual test and paper and pencil test. The results showed that the virtual test had CVI’s value was 0.71, the Cronbach's Alpha value was 0.925 which was showed that the reliability with included in “very good” category, the item difficulty index was moderate categories and the readability of virtual test was higher than paper and pencil test. It could be concluded that the virtual test that had developed was feasible to use and could facilitate students in understanding the questions that assess students’ decision-making competence of buffer solution.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Information provided in this presentation are taken from NanoMarkets' report:-"Smart Glass Opportunities in the Automotive Industry—2014." It makes an assessment of smart glass technology for automotive applications. It also highlights the key trends that are likely to shape the revenue potential of smart automotive sector in the coming years.
If you’re a marketer or content creator looking to engage your audience in an immersive way, you need to understand 360° VR video.
"Why 360° VR Video is the Future of Social Media Marketing" will open your eyes in all directions and shed some light on how you can utilize this technology for entertainment, engagement and sales.
Brian Cristiano, CEO of BOLD Worldwide will explain the value, excitement and execution of 360° video through an in-depth discussion and real-life examples. Attendees will walk away with a deep understanding of why brands need to use it and how to leverage social media to drive interaction.
While 360° VR video is quickly emerging as a new content frontier, it is still in its infancy. Now is the time to get in the game.
The speaker will let you peek behind the curtains of the basics on how to create immersive worlds in virtual reality from actual real locations thanks to the technology of photogrammetry.
Simple yet extremely important rules when designing and creating any content for virtual reality which should yield in high immersive experiences. Workflow setups between multiple modelling tools and substance painter using PBR materials exporting into game engine Unity 3D.
Melanie Cook on how to use VR for marketing and advertisingSapientNitroAPAC
In the words of Mugatu, Virtural Reality (VR) “is sooo hot right now!” The world’s biggest brands are all experimenting with how it can help them engage consumers and ultimately improve their bottom lines.
This is mostly because VR and AR offer a deeper level engagement that is more immersive than we’ve ever seen before.
Melanie Cook, Head of Strategy at SapientNitro Southeast Asia, hosted a breakfast at the Singapore office to share how brands can take advantage of VR experiences.
The talk, part of SapientNitro’s #whatsticks series, was broken down into the four steps that every brand or agency needs to take to make sure their VR experience is a hit;
1. Define a specific use
2. Create a tangible value exchange
3. Think like the cohort of 3d thinkers
4. Get your ducks in a row
(The user experience has to be outstanding, the commercials have to line up and the entire organisation needs to work together to make it happen.)
Melanie doesn’t advocate that the brands should only focus on VR, “Your brand story should continue to be experienced in mobile, print, digital, data visualisation, infographics, multimedia, video, gaming, podcasting, social etc.”.
An overview of the VR industry. In this presentation we discuss:
1. Adoption of VR technology amongst U.S. consumers
2. VR development tools and their costs, advantages, and disadvantages.
3. How developers can properly utilize VR
VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Gartner TOP 10 Strategic Technology Trends 2017Den Reymer
Gartner TOP 10 Strategic Technology Trends_2017
http://denreymer.com
Artificial Intelligence and Advanced Machine Learning
Intelligent Apps
Intelligent Things
Virtual Reality and Augmented Reality
Digital Twins
Blockchains and Distributed Ledgers
Conversational Systems
Digital Technology Platforms
Mesh App and Service Architecture
Adaptive Security Architecture
THE RESULTS OF THE BLENDED LEARNING ACTIVITIES COURSE OF INNOVATION AND INFOR...ijma
The objectives of this research were: 1 ) to find the effectiveness of the blended learning management
activity package 2) to compare the learning achievement 3) to study memory retention and 4) to study the
satisfaction with the blended learning activities. The research sample consisted of 3 0 1
st year students
enrolled in the Innovation and Information Technology for Communication and Learning course in the 2
nd
semester of the academic year 2 0 2 0 in the Major of General Science, Faculty of Education, Rajabhat
Nakhon Si Thammarat University. The research tools were: 1) a blended learning management activity
package, and 2 ) an online questionnaire on the satisfaction of the learners with the blended learning
activities. The statistics used in the data analysis were mean, S. D. and hypothesis testing using t-test
Dependent. 1) The developed efficiency was 8 0 .5 8 /8 7 .6 7 , which was the efficiency according to the
specified criteria 8 0 /8 0 . 2 ) The statistically significant comparison of the learning achievement after
receiving the learning management was higher than before the learning management at the .05 level. 3)
The study of memory retention after 2 weeks of learning management was not significantly different at the
.05 level and 4) The overall of the satisfaction blended learning activities were at the highest level.
Utilization of Digital Camera Simulation MediaAM Publications
At the Photo Media Development course, students has difficulty in understanding the materials related to the aperture, shutter and ISO. Meanwhile, the setting of the three combinations of those is the basis of photography. This research conducted by implementing the classroom activity research as the methodology and has been done in 2 cycles. The subject of the study was 47 students from class 2013. The procedure consisted of four stages in each cycle: planning, action, observation and reflection. Data in this research collected from the observation on the field and test for the subject, which were described descriptively to enrich the result of every cycle obtained in this research. This study aims to define the improvement of students’ understanding of the materials related in the development of photo media course. The result of the preliminary study for this research showed the average score that was 40.10. In the first cycle of the research, the students’ average score was 68.55. In the second cycle, the learning outcome was increase to the point where the students’ average score was 83.57. The conclusion draw as the result from the two cycle of this research is there is improvement in the students’ learning outcome in this research, happened in every cycle in this research.
Development of a collaborative learning with creative problem solving process...Panita Wannapiroon Kmutnb
Sitthichai Laisema and Panita Wannapiroon, " Development of a Collaborative Learning with Creative Problem-Solving Process Model in Ubiquitous Learning Environment," International Journal of e-Education, e-Business, e-Management and e-Learning vo. 3, no. 2, pp. 102-106, 2013.
Development of a ubiquitous learning system with scaffolding and problem base...Panita Wannapiroon Kmutnb
Noppadon Phumeechanya and Panita Wannapiroon, " Development of a Ubiquitous Learning System with Scaffolding and Problem-Based Learning Model to Enhance Problem-Solving Skills and ICT Literacy," International Journal of e-Education, e-Business, e-Management and e-Learning vo. 3, no. 2, pp. 197-201, 2013.
The Development of a Blended Learning Management Model with Synectics Teachin...ijma
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
Supporting educators as designers of complex blended learning scenarios: visu...Laia Albó
Presentation of my research work to PAWS research group, during my visit to the School of Information Sciences of the University of Pittsburgh. 26th February, 2019.
Online Multi-user Interactive Learning Activities on Social CloudPrachyanun Nilsook
Panlumlers, K., Nilsook, P. & Jeerungsuwan, N. (2017)
Online Multi-user Interactive Learning Activities on Social Cloud.
2017 International Conference on e-Commerce, e-Administration,
e-Society, e-Education, and e-Technology, Kyoto, Japan April 4-6, 2017. pp 343-353.
Developing a Computer-Assisted Instruction Model for Vocational High Schoolsinventy
Research Inventy : International Journal of Engineering and Science is published by the group of young academic and industrial researchers with 12 Issues per year. It is an online as well as print version open access journal that provides rapid publication (monthly) of articles in all areas of the subject such as: civil, mechanical, chemical, electronic and computer engineering as well as production and information technology. The Journal welcomes the submission of manuscripts that meet the general criteria of significance and scientific excellence. Papers will be published by rapid process within 20 days after acceptance and peer review process takes only 7 days. All articles published in Research Inventy will be peer-reviewed.
Science, Technology & Society (STS) is an interdisciplinary field of study that seeks to explore and understand the many ways that modern science and technology shape modern culture, values, and institutions, and how modern values shape science and technology.
Pendidikan Menengah Universal (Universal Basic Education) atau PMU merupakan Continuity Development Programe yang dari Wajar Dikdas 9 Tahun, yang bertujuan untuk meningkatkan IPM dan APK, target 2020 APK mencapai 97% Indonesia
Kosep dan Aplikasi e-government dalam pendidikan dan pelatihan, ataupun dalam konteks yang lebih luas. Selamat mempelajari, semoga menjadi bahan diskusi dan pencerahan bagi Anda...
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
2. Innovation Education & Learning
Media
Education Standards
Recommend Quality
Learning through:
1. Contextual
2. Constructivism
3. PAKEM
4. Active Learning
5. ICT facilitated
Common Problems of
Education:
§ Quality
§ Equity
§ Accessibility
§ The survey United
Nations Development
Programme (UNDP)
and the Political and
Economic
§ Review Consultancy
(PERC)
Technology in the
future (BSNP 2012)
1. Nanotechnology
2. Neuroscience
3. Virtual Reality
4. Information
Technology
1 2 3
BACKGROUND
3. Linkage with ‘Resnstra UPI’
‘Renstra
UPI
2011-‐2015’
Visi
:
leading
&
Oustanding
World
Class
Unversity
Research
Based
University
Conducts
research
to
develop
the
theory
and
pracEce
of
educaEon
as
well
as
other
innovaEve
science
and
rooted
in
the
local
wisdom
Developing
integrated
professional
educaEon
of
teachers
in
academic
and
professional
educaEon
for
all
paths
and
levels
of
educaEon
Disseminate
experience
and
innovaEve
findings
in
the
disciplines
of
educaEon,
educaEonal
disciplines,
and
other
disciplines
for
the
beNerment
of
society
2 3 4 51 2 3
Media 3D Animasi
Virtual Reality
4. PROBLEMS
How to develop 3D Interactive Media Virtual Reality effective for
improving student learning outcomes in elementary school?
GENERAL PROBLEM
RESEARCH QUESTION
1. How Virtual Reality Interactive Media Design to improve student learning outcomes in
elementary school?
2. Implementation of learning how to use the Interactive Media Virtual Reality to improve
student learning outcomes in elementary school?
3. What are the forms of learning assessment (assessment of learning) Interactive Media
Virtual Reality to improve student learning outcomes in elementary school?
4. How the students' response to the use of Virtual Reality Interactive Media Thematic
learning?
5. Is Virtual Reality Interactive Media is able to improve student learning outcomes in
elementary school?
5. RESEARCH GOALS
Developing Interactive Media 3D
Virtual Reality Based OpenSources
Blender
Developing Model of Learning
Implementation Berbas 3D
Interactive Media Virtual Reality
Based OpenSources Blender
Knowing the student and teacher
responses to the use of 3D
Interactive Media Virtual Reality
1
2
3
6. benefits of
research
Theoretical
Developing science education
science with innovative product
produced based Visual Imaging
Technology
Practical
Models Media produced a reference
school in improving the
meaningfulness of learning
Institutional
Improving the image of the
institution (UPI) with products that
have intellectual property rights
1
2
3
7. Analisasi Needs
Learning Content
Assessing SK and KD and
Indicators in Primary
Education
Development of Virtual
Reality Model Design
• Making GBPM
• writing Flowchart
• Making Storyboard
• Expert Judgment and
Validation Model
Design
Media production, and
the Review Draft Model
• Modeling (Asset)
• Recording & Mixing
Sound
• Syncronizing
• Programming
Product Model
Validation & Revision
Carried out within the
framework of Research
and Development (R & D)
Dissemination Model
Interactive Virtual Reality
Socialization model
through seminars, and HKI
Management and National
Journal
2
1 3
4
5
Media Development Procedure 3D Virtual Reality
8. The
method
used
Quasi
Experimental
Methods
Subjects
Research:
Elementary
School
Students
in
Bandung
and
Cimahi
Design
Research:
METHODOLOGY
Subjects
Research:
Students
of
Primay
School,
Class
IV
Research
LocaEon:
Cimahi
Elementary
School
Bandung
Elementary
School
GROUP
TREATMENT
GROUP
CONTROL
GROUP
DURATION
40
MINUTES
01
X
02
01
02
DURATION
30
MINUTE
01
X
02
01
02
9. 1. Choosing a class 16 samples at a number of primary schools in the city of
Bandung, the fourth grade, which will be grouped into 4 groups, each
consisting of 4 classes.
2. Determination and Control Experiment class
3. Provide pretest to all students in all groups.
4. Providing treatment (X) to the experimental group, while the control group
was given no treatment.
5. Provide posttest, both the experimental group and the control group, to
measure student learning outcomes after treatment administration.
6. Perform data analysis using analysis of variance (ANOVA) Factorial two
lines, followed by analsisi post-test (post hock analysis) and analysis of
practical significance to explore the findings generated.
7. Doing discussion (discussion of the results of research) and the
formulation of conclusions.
RESEARCH PROCEDURES
10. Model assumptions that
affect the optimization of
media
Principles of Interactive
Multimedia 3D VR
Stages of Learning
(Substance)
End models
(Achievement of
learning
outcomes)
Framework Model
RESULTS (1)
LEARNING
OUTCOME
11. Framework Learning Model
LEARNING
PROCESS
LEARNING
RECOURCESS
INSTRUCTIONAL
INPUT
INSTRUCTIONAL
OUTPUT
PRA-INSTRCTIONAL
CORE-INSTRCTIONAL
POST-INSTRCTIONAL
EXPLORATION,
ELABORATION
&
CONFIRMATION
OF
MOVIE
3D
VR
ReflexEon,
Conclusion,
Post
Test
&
Followup
InstrucEonal
goals
Content
Learning
Learning
Method
Learning
Content
Learning
EvaluaEon
RESULTS (2)
12. 1. Students are enthusiastic in use
Interactive Multimedia 3D-VR
2. Students requesting media play
repeatedly (show interest)
3. Students are willing to try and
practice
4. Emulate the positive fit taught in
Multimedia 3D-VR
5. Multimedia 3D-VR increase student
motivation
6. Students can answer questions with
a good teacher, about content taught
in Multimedia 3D-VR
7. Increase students' knowledge
8. Helping students develop positive
character
RESULTS (3)
Student
response to
the use of 3D
Interactive
Multimedia
Virtual reality
(3D-VR)
13. Nama Sekolah
Kelas
Rata-Rata
Gain
SD CIMAHI
MANDIRI
Pre-Tes Post Test
EKSPERIMEN 55.13 82.13 27
KONTROL 50.53 68.06 17.53
0
10
20
30
40
50
60
70
80
90
PRE-‐TES
POST
TEST
GAIN
skor
hasil
belajar
(100)
kategori
EKSPERIMEN
KONTROL
Student Results-1 Elementary School
RESULTS (4)
SCHOOL
CLASS
AVERAGE
EXPERIMENT
CONTROL
EXPERIMENT
CONTROL
ELEMENTARY
SCHOOL-‐1
14. Nama Sekolah
Kelas
Rata-Rata
Gain
SD CIMAHI JATAYU
BANDUNG
Pre-Tes Post Test
EKSPERIMEN 53.33 72.26 18.93
KONTROL 50.53 68.06 17.53
0
10
20
30
40
50
60
70
80
PRE-‐TES
POST
TEST
GAIN
Axis
Title
Axis
Title
EKSPERIMEN
KONTROL
Student Results-2 Elementary School
RESULTS (5)
SCHOOL
CLASS
AVERAGE
EXPERIMENT
CONTROL
EXPERIMENT
CONTROL
ELEMENTARY
SCHOOL-‐2
15. 1. Interactive Multimedia Design 3D-
models of VR
consists of four layers of elements, namely: (1)
The outermost layer asusmsi optimization
model that affect the model, (2) layer model
principle (3) layer which contains stages in
learning the material (4). Core layer into the
core target of the control aspects of student
learning outcomes.
CONCLUSION
16. 2. Learning implementation of 3D-VR
Interactive Media consists of three main
stages, namely: (1) input, (2) process, (3)
Output. The focus of the use of 3D Virtual
Reality Interactive Media is the elaboration
phase of knowledge and learning content,
students actively use the media facilitated
by the teacher.
CONCLUSION
17. 3 Forms of assessment of learning
Using authentic assessment, relevant to
the purpose of interactive multimedia
characteristics. Type of assessment used
is a test, with the form of pencil and paper
test with an objective test techniques and
assessment of activities and student
responses.
CONCLUSION
18. 4. Student response
Artifacts positive response from the students
to the use of 3D Virtual Reality Interactive
Media in Thematic. In general, students are
active, creative, enthusiastic, willing to do the
exercises properly and there is an increase
in students' motivation
CONCLUSION
19. 5 learning outcomes
Use of Interactive Media 3D Virtual Reality proved to be
effective can improve student learning outcomes in
Thematic Elementary School. This can be evidenced an
increase in learning outcomes between the pre-test to
post-test in two school sites, namely SD-1 and SD-2.
Score learning outcomes in the experimental class in
each school proved to be higher than the control class.
CONCLUSION