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PGT201E INSTRUCTIONAL TECHNOLOGY

PRACTICES ASSIGNMENT

NAME AMY SII CHAIN WEN CHIENG SHAO LIANG


ID/ IC NUMBER 000912-13-0204 000708-13-0047
MATRIC NUMBER 151467 151568
SCHOOL EDUCATIONAL STUDIES EDUCATIONAL STUDIES
ACADEMIC YEAR 2021/2022 2021/2022

SUBMISSION DATE:

TITLE : ABOUT TECHNOLOGY, ISSUE AND TRENDS IN 21 CENTURY


LEARNING AND SKILLS (REPORT)

LECTURER : TS. DR. MAGESWARAN SANMUGAM

MODULE NAME : ASSIGNMENT REPORT

CODE : PGT201E
1. Definition

This project is going to look into E-learning. E-learning is one type of the digital

learning. It can be defined as the use of technology which enables the learning and

teaching process with the use of computers and internet as the major component.

Students are able to learn any time and anywhere as long as there is a computer and

the presence of the internet. E-learning enables the interaction between student and

teacher to occur through online. E-learning program can be carried out through

non-interactive resources such as documents, PowerPoint presentations, pre-recorded

lecture content, videos or audio files and interactive elements such as games, quizzes

and so on. There are three types of E-learning which are face to face, synchronous,

“collaborative” asynchronous and self-paced asynchronous. An interactive learning

environment will be contributed by the E-learning components such as gamification and

game base learning.

2. Tool of learning

The tool we choose for E-learning is “Quizizz”. “Quizizz” is a game-based online

learning platform, as well as an online assessment tool. It also offers a variety of

features that make the classroom fun, interactive and engaging. “Quizizz” was founded

by Deepak Joy Cheenath and Ankit Gupta in 2015. Both of them worked in the

information technology sector in the corporate world before quitting their jobs and
focusing on creating educational technology. As their passions lie in education and

games, they combined these elements to create an avatar based math game, that is

‘WizenWorld”’, as a two-person team in 2013. While the game created a buzz in

education, they couldn't keep up with the demand for new content; instead of giving up,

they innovated and created “Quizizz” in 2015 to provide teachers with the tools to create

their own content. And now, “Quizizz” has offices in Bangalore and Santa Monica,

California. When creating a quiz, teachers can choose from pre-made questions which

are uploaded by other teachers on the “Quizizz” website or they can create their own

quizzes. Once the student has entered the access code given by the teacher, they can

start to answer the quizzes. There are two types of quizzes, which are live or assigned.

Teachers can set up the quiz to be presented live as timed competitions or assigned it

as a homework assignment with specific deadlines. There are many types of questions

that can be set up such as multiple choice questions, open minded questions, poll, fill in

the blank, and slide show. ­Teachers can set the time limit in about 30 seconds to 1

minute for each question for students to answer it. As the student answers the question,

they will get the point which will determine their ranking at the leaderboard. After

completing the quizzes, students can do the review after completing the quiz and the

teacher can see students perform on each question to determine whether they already

master that topic or not.


Pictures : Page of “Quizizz” website

Pictures : Ranking of student after get the point


3. Learning Domain

Learning domain also known as categories of learning outcome that an instructor

or teacher wants as they plan their lessons. The learning domain for E-learning by using

Quizizz was related to the cognitive domain. Cognitive domain is a domain of learning

which is related to the development of intellectual skill. Learning process in the cognitive

domain can be divided into 6 categories or levels of hierarchy of skills, which are

knowledge, comprehension, application, analysis, synthesis and evaluation. The skills

are arranged in order from the most simple to the most complex that the first level of

cognitive skills must be mastered before taking place to the next level. This is because

we can't reach the higher levels without mastering the ability needed at the lower levels.
Pictures : 6 categories of learning process in cognitive domain

By using “Quizizz” as a learning tool, there are three categories of learning

process in cognitive domain which are knowledge, comprehension and evaluation.

Knowledge is about the ability of students to recall data or information that they have

learnt before. Recall is the retrieval of relevant knowledge from long-term memory. In

the E-learning environment, teachers can use “Quizizz” to help students to recall the

lessons that had been taught before. For example, the instructor or teacher can make a

slide which contains the key word of a concept or a topic that the student has learned

and ask the student to explain about it. This enables students to recall back the content

of the previous lessons that have been learnt. This means that students have retrieval

of relevant knowledge from long-term memory.

Pictures : Slideshow with the topic


Next, comprehension is the ability to grasp the meaning of information and

accurately interpret the information. Teachers can give their explanation about the topic

with the help of the slide, which the content includes text, video and picture to

Explanation or description from instructor or teacher to enable students to accurately

construct the meaning from instructional messages.

Picture : Slideshow with picture

At evaluation level, students have been able to think critically and pass the

judgment based on criteria and standards. To evaluate students, instructors or teachers

can use “Quizizz” to set up multiple choice questions, open minded questions, fill in the

blank to recall students' memories about the topic they have learnt in the lesson. When

answering the question, students are able to evaluate the question and make their
judgement based on criteria. This may help the instructor or teacher to get know if all

the students have totally mastered the topic that they learnt in the lesson or not.

Picture : Leader board in “Quizizz”

As a conclusion, the application of “Quizizz” in E-learning enables instructors or

teachers to achieve their learning outcomes. By using “Quizizz” as a learning tool,

students are able to organise their knowledge and retain it as long-term memory.
4. Learning Theories - Cognitivism

In the teaching environment, every teacher will face students with their own

learning methods, because no two students are identical. This shows that human brains

are all varied and life experience has a role in how we learn. It is important for present

and future educators to be trained in order to teach students in a variety of situations in

the classroom. It might assist all pupils in achieving good results in academics and find

suitable learning methods for themselves. This is why phychologist spent their time on

researching how students learn and found many learning theories. Teachers who are

familiar and master learning theories can apply many techiniques in their classrooms to

accommodate many types of learning.

For the learning tools “Quizziz”, learning theorist that can be applied into this

learning tools is Cognitivism. To define it, Cognitivism is a learning theory that grew in

response to Behaviorism, where knowledge is stored cognitively as symbols and it

focuses on how the mind receives, organises, stores and retrieves knowledge. In

addition, it also focuses on mental processes like thinking, knowing, memory and

problem-solving, with the aim of accessing the “black box” of human thinking, which is

believed useful and required for learning to occur. Knowledge is defined as schema

constructs, and learning as a change in the learner’s cognitive structures and redefining

past knowledge.

In the E-learning environment, “Quizizz” application is among the best learning

and teaching engagement platforms to help students learn fun either in the classroom or

online class. To use it properly, teachers may use the function like poll, fill in the blank,
whiteboard, multiple-choice questions or open-ended questions which are the excellent

instances of Cognitivism in educational technology. These functions might be used for

asking questions or opening the class, it could recall past lessons that have been learnt

in a creative manner and help to guide students into new topics gradually based on the

prior knowledge. After that, the educator or teacher can introduce the new knowledge to

the student by using flashcards or slideshows in the lesson, including the use of audio

and video to enrich the lesson. At the end of the class, a mind-map based summary can

be delivered to ensure students are able to see what they have learnt in the lesson, and

try to organise knowledge and finally retain it as a long-term memory in their brain.

Pictures : Slideshow feature in Quizziz


Pictures : Whiteboard - Drawing a process of geography phenomena

Pictures : Questions in short answer/open-ended questions form


As a summary for this part, the ideal way for an educator to apply cognitivism in

the lesson is to ask questions to assist students develop and build-up their thinking and

identify whether they are incorrect or not. Other than that, teachers may approach some

topics that they may be interested in or have already be teached before. This may

provide a new perspective to push them to rethink something. However, a prior

information or lesson schema should be given before introducing wholly new topics to

the students.
5. Instructional Model

Before teaching and learning sessions are being started, a lot of instructional

decisions must be made while planning a unit or lesson. Teachers must determine

content and study standards to be covered, abilities needed by the student, interests

and needs, learning outcomes that could be covered and the most effective instructional

strategies. These decisions are significant decisions that must be taken carefully and

purposely so that the objective of a lesson can be achieved after the class.

Next, educators will look for tactics that will assist students in mastering a

thorough knowledge of a new subject or concept, which is selecting a proper education

model. This is because they intend to engage students and inspire them to study and

direct them toward skill improvement. Consequently, using inquiry-based techniques,

such as the 5E instructional model, which is built on active learning, is one way to do

this.

For e-learning, the 5E Inquiry-Based Instructional Model is suitable to be applied

in the classroom as it is founded on cognitive psychology. In this instructional model, the

learning cycle will lead students through five stages in 5E which Engage, Explore,

Explain, Elaborate and Evaluate. In addition, the 5E instructional model integrates

various teaching methodologies, providing integration of educational activities between

student and teacher. Compared to traditional teaching methods, the 5E Instructional

Cycle delivers significant advantages which help the students to retain formation taught

in a lesson.
Pictures : The 5E Inquiry-based Instructional Model

In this discussion, explanation and evaluation will be the focuses because these

process are outstanding phases in the learning technology tool, which is “Quizziz”.

Theoretically, the explanation phase directs students’ attention to a specific component

of their engagement and exploration experience before this stage and it allows them to

express their conceptual knowledge, show their abilities to process the knowledge, or

actions. In this stage also, teachers are required to introduce a new topic, procedure

that is contained in the lesson or skill that needs to be mastered by the students.

Moreover, learners are given a chance to describe their understanding about the lesson

abstractly while explanations from teachers may assist students toward a better

comprehension or understanding, which is an important aspect of this phase

(explanation).
To do explanation In “Quizziz” context, students are encouraged to state their

understanding about the concepts and definitions of the key topics in their own words

using the features like “word-cloud” or “open-ended questions”, while teachers can give

their explanation formally (in presentation) in case there are any misunderstanding of

the students.

Pictures: Question types in Quizziz


Next, the evaluation phase helps students to analyze their understanding and

abilities and allows teachers to measure students’ progress in achieving the learning

standard. Besides that, teachers need to monitor their students whether they have fully

mastered the key topics that have been delivered using formal or informal evaluation. It

is also useful for a teacher to do a reflection about his or her teaching and do

improvement based on the lesson performance which can reflect from students’

evaluation.

To evaluate it using “Quizziz”, teachers can use multiple choices question, short

questions or fill in the blank to recall students’ memory about the topic have learnt in the

lesson. The evaluation might help teachers to observe students as they can apply new

concepts and skills or not, and provides formative suggestions to improve their

understanding. Teachers may also evaluate students holistically by asking open-ended

questions or drawing mind-maps such as what do they know about the key-topic today.
Pictures: Multiple-choice questions in Quizziz
References

Catherine H Flippen. (2012). Cognitivism. Educational Technology & Learning

Theories. https://edtechtheory.weebly.com/cognitivism.html

Empowering students: The 5E model explained. (2020). Lesley University | Lesley

University. https://lesley.edu/article/empowering-students-the-5e-model-explained

OLCreate: General teaching methods: Cognitivism. (2020, November 16). Distance

Learning Courses and Adult Education - The Open University.

https://www.open.edu/openlearncreate/mod/page/view.php?id=147079

Hoque, Md. (2017). Three Domains of Learning: Cognitive, Affective and Psychomotor.

2. 45-51.

SAM NORTHERN, E. D. (2019, August 27). The 5 E’s of inquiry-based learning.

Knowledge Quest | AASL.

https://knowledgequest.aasl.org/the-5-es-of-inquiry-based-learning/

The Three (3) Domains of Learning – Cognitive; Affective; And Psychomotor (Caps) –

It’s Application in Teaching and Learning – London School of Management Education.

(2019). Retrieved 5 December 2021, from

https://lsme.ac.uk/blog/the-three-3-domains-of-learning
What is E-learning? Definition of E-learning, E-learning Meaning - The Economic

Times. (2021). Retrieved 4 December 2021, from

https://economictimes.indiatimes.com/definition/e-learning

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