Professional Documents
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PRACTICES ASSIGNMENT
SUBMISSION DATE:
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
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,
2. Tool of learning
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
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
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
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
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
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
At evaluation level, students have been able to think critically and pass the
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.
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
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
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
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.
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
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.
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
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
model. This is because they intend to engage students and inspire them to study and
such as the 5E instructional model, which is built on active learning, is one way to do
this.
learning cycle will lead students through five stages in 5E which Engage, Explore,
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”.
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
(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.
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
questions or drawing mind-maps such as what do they know about the key-topic today.
Pictures: Multiple-choice questions in Quizziz
References
Theories. https://edtechtheory.weebly.com/cognitivism.html
University. https://lesley.edu/article/empowering-students-the-5e-model-explained
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.
https://knowledgequest.aasl.org/the-5-es-of-inquiry-based-learning/
The Three (3) Domains of Learning – Cognitive; Affective; And Psychomotor (Caps) –
https://lsme.ac.uk/blog/the-three-3-domains-of-learning
What is E-learning? Definition of E-learning, E-learning Meaning - The Economic
https://economictimes.indiatimes.com/definition/e-learning