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INSTITUT PENDIDIKAN GURU KAMPUS TEMENGGONG IBRAHIM
PEMERIKSA
Kekuatan :
MODERATOR
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ACKNOWLEDGEMENT
First of all, I would like to thank God for giving me health and guidance to complete
this task. On this occasion, I would like to thank Madam.Fatimah binti Hishamuddin, lecturer
of the SCES3152 course, who has guided me a lot in completing this coursework
assignment. He gave a lot of information about how to complete this coursework
assignment. Although he was busy, he did not forget to guide me to do this task.
Finally, I hope to learn a lot of knowledge from this coursework assignment and have
done my best.
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TASK 2: PROJECT (70%)
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INDEX
NO CONTENT PAGES
PROJECT PROPOSAL
3.0 EXPENSES 8
9.0 CONCLUSION 15
10.0 REFERENCES 16
11.0 ATTACHMENT 17
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PROMOTION AND MARKETING ACTIVITIES
1.0 INTRODUCTION 37
4.0 CONCLUSION 39
5.0 REFERENCES 40
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PROJECT
PROPOSAL
PROJECT PROPOSAL
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1.0 PROJECT NAME
3.0 EXPENSES
4.0 INTRODUCTION
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Furthermore, digital gamification platform will relate to the trialogical model.
Trialogical approach to learning are described, emphasizing guidelines for collaborative work
with knowledge artifacts and practices (Noriati. etc, 2012). Trialogical learning can be seen
as an outgrowth of changes in learning sciences. Trialogical learning emphasize learners are
collaboratively developing, transforming, or creating shared objects of activity. Trialogical
learning supports collaboration among three components which are teachers, pupils and
technology. Learners play a central role in trialogical learning (Ahmad, A. et.al, 2005). They
are encouraged to actively engage in the learning process, question assumptions, and seek
solutions to real-world problems. Rather than being passive recipients of information,
students are expected to be active participants in the learning journey. In a trialogical
learning environment, teachers take on the role of facilitators or guides rather than traditional
lecturers. They create a supportive and collaborative atmosphere where students can
explore and discover knowledge. Teachers help students frame questions, access
resources, and reflect on their learning experiences.
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healthy competition among students, encouraging them to work together to solve problems
or achieve common goals. This collaborative aspect aligns with the Trialogical Learning
Model's emphasis on collaboration between students, teachers, and the community.
Gamification method leads to the student-centred teaching and learning so that teachers act
as facilitator and students collaborate together to do the task given.
5.0 METHODOLOGY
The methodology employed in an experiment is essential to its success, and bad
methodology has spoiled thousands of research projects. Whenever a piece of research is
published in a scientific journal, the researchers always carefully describe their methodology.
The topic choose to make the digital innovation is 3.2 Vertebrates topic from year 4
which involves 3.2.1 State the meaning of vertebrates and invertebrates, 3.2.2 Give
examples of vertebrates and invertebrates and 3.2.3 Classify vertebrates based on
specific characteristics for mammals, reptiles, amphibians, birds and fish. Gamification
method usually helps to enhance the skills such as observation, collaboration, problem
solving and many more. Gamification method emphasize elements of STEM because
STEM education is vital for developing the skills, knowledge, and mindset needed to
thrive in the modern world. STEM also cultivates essential skills and competencies that
are applicable across a wide range of fields and contribute to progress and innovation.
Technological tools can facilitate communication and collaboration between students,
teachers, and the community, supporting the Trialogical Learning Model's principles.
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5.2 STEP 2: CHOOSE COLLABORATIVE TOOLS (STEP 2)
First of all, I sketch the activities that going to create using Minecraft education
gamification that encourage the users to collaborate each other every tasks. Then I
created three stages of activity using Minecraft education game.
• Station 1: Students build their own zoo in a team and identify the animals whether
vertebrate or invertebrate. Students get their previous knowledge after visiting the
zoo that already created by creator and watching animated teaching video.
• Station 2: Students will identify the groups of animals in a team by observing the
type of animal and its habitat. Students get their previous knowledge from watching
animated teaching video.
• Station 3: The students have to conduct self based learning. The students have to
answer the question correctly to exit the tunnel. These could be group discussions,
problem-solving tasks, peer reviews, or collaborative projects.
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5.4 DEVELOP INTERACTIVE CONTENT (STEP 4)
Launch the digital innovation with 4 Muttamil students from SJKT Jalan Yahya
Awal, Johor. Questionnaire given to the students after play the game to test the
effectiveness of game by notice their interest and understanding on the topic. Gather
feedback from teachers and experts to identify whether any improvements needed to
make in ‘Let’s Explore the universe’ Minecraft education gamification.
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5.7 MONITOR AND ADAPT (STEP 7)
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6.0 TIMELINE (GRANTT CHART)
First of all, briefing of continuous assignment is given by the lecturer during week 1.
After the briefing, I select the topic and subtopic for the project during week 1 and week 2.
During week 1, I choosed different topic for project proposal presentation. During week 2, I
change the topic because I got more idea in that topic. After that, I choosed the platform that
going to used which are Minecraft education platform. Then, I selecting the content of the
platform which are type of task given, video and quiz. Nextly, I plan the design of the
platform in every stages in the Minecraft education gamification platform. After designing I
start creating the platform by including interactive games. After design the game, I created
user manual for the platform specifically for teachers and students. Continuosly, I promote
this project in social media and implement this in SJKT Yahya Awal, Johor school during
week 3. After implement this project, I get some feedback from teacher and students. From
the feedback given, I start editing and correcting the platform. Finally, I submit the project on
the submission date.
NO ACTIVITY WEEK
1 2 3 4
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7.0 PROMOTION AND EVALUATION
7.1 PROMOTION
7.2 EVALUATION
To evaluate the impact of the project I will create a feedback form to get
feedback from teachers or feedback. The feedback form will be based on 5 linkert
scale so that we can easily evaluate the impact of project. I also create a
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questionnaire form for students to obtain feedback from the students based on their
experience after using the Minecraft education gamification. There are questions
asked regarding animation, instruction, accessibility of internet and understanding.
Moreover, I will get the comments regarding the project via social media comment
section.
8.0 CONCLUSION
In a nutshell, the digital platform plays major role in education system. Based on the
studies from Ministry of education, after the pandemic of COVID 19 the usage of digital
learning become higher and technology got drastic change (N. Klimova, J, 2014). Minecraft
is one of the most popular gamification games used to support the teaching and learning
process (Makuch, 2014). Minecraft education is a digital gamification platform that
introduces by Mojang studios. This gaming platform is can also use to education purpose.
For example, this Minecraft education platform mostly used in chemistry and animal related
topics because the free edition more elements about animals and ions. I also choose
Minecraft education because it contain more element about animals and my topic is also
related to animals.
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9.0 REFERENCE
Ahmad, A. et.al. (2005). Kesan Efikasi Kendiri Guru Sejarah Terhadap Amalan Pengajaran
Berbantukan Teknologi Maklumat dan Komunikasi (ICT). Jurnal Penyelidikan
Pendidikan. Bil. 7, 14-24.
Alexandru Topîrceanu. (2017). Gamified learning: A role-playing approach to increase
Bencsik, Andrea & Adriana, Mezeiová & Samu, Bernadett. (2021). Gamification in Higher
Jared R. Chapman & Peter J. Rich. (2018). Does educational gamification improve students’
Makuch. (2014). Science in the Early Years, Innovative Learning Technologies and
Nikoletta-Zampeta Legaki, Nannan Xi, Juho Hamari, Kostas Karpouzis, & Vassilios
Noriati, Boon, Sharifah, & Wan Kamarudin (2012). Teknologi dalam pengajaran dan
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pembelajaran. Shah Alam: Oxford Fajar Sdn Bhd.
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Game link: https://education.minecraft.net/joinworld/MTAsMyw1LDE3
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USER
MANUAL
1. Teacher has to explain the basic gameplay of Minecraft based on the criteria given.
2. Teacher will send the code to the students for students join the ‘Let’s Explore the
Universe’ world.
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Game link: https://education.minecraft.net/joinworld/MTAsMyw1LDE3
4. Teacher provides sequence of which group would start their game in which station
and so on.
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STATION 2: EXPLORING ANIMAL HABITATS IN A VIRTUAL ENVIRONMENT
Teacher will walk in Minecraft world and check the student’s work in station 2 by
checking on the answer given by the students on board based on animals they
identified.
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Self based learning (Student identify by themself which one is correct answer and
wrong answer.
2. Student key in the code provided by the teacher to enter ‘Let’s Explore Universe’
World.
STATION 1 :
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ZOO EDUCATION PROGRAM
1. From HOME:
There will be three buttons in the npc at the HOME which are labelled ‘STATION 1’,
enter station 1.
Find Sir Theeban and right-click him. Read the instructions he gives you.
3. Watch Videos:
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Click buttons (labeled 'Vertebrate' or 'Invertebrate') for YouTube videos about those
topics.
Take a train ride around the zoo to see vertebrates and invertebrates.
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7. Take Photos and Write:
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8. Share Your Work:
Make a PDF of your work in the portfolio and email it to the teacher.
Extra Tips:
Follow any extra directions given by "SIR THEEBAN" for more fun!
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STATION 2 :
1. From HOME:
There will be three buttons in the npc at the HOME which are labelled ‘STATION 1’,
enter station 2.
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2. Find and Talk to "SIR THEEBAN"
Click the "Classification of animals" button to watch a video about different animal
groups.
Write down the animals you see on the board where your group is assigned.
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8. Return to SIR THEEBAN
Click the "Home" button to finish the activity and return to the starting point.
Extra Tips:
Work together in your group to correctly identify and write down the animals.
Follow any extra directions given by "SIR THEEBAN" for more fun!
STATION 3 :
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1. From HOME:
There will be three buttons in the npc at the HOME which are labelled ‘STATION 1’,
enter station 3.
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2. Enter the Tunnel
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5. Getting Feedback
6. Complete Questions
Click "HOME" after answering all questions to go back to the starting area.
Extra Tips:
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Use the "HOME" button to return easily when done.
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BASIC CONTROLS OF MINECRAFT USING MOUSE
AND KEYBOARD
Movement Controls
W, A, S, D: These keys control the player's movement. Press 'W' to move forward, 'A'
to move left, 'S' to move backward, and 'D' to move right.
Shift: Hold down the shift key to sneak and prevent falling off edges or avoid
detection by hostile creatures.
Interaction Controls
Left Mouse Button: Use the left mouse button to break blocks, attack creatures, and
interact with items.
Right Mouse Button: Press the right mouse button to place blocks, use items, and
interact with various elements in the game.
Number Keys (1-9): Use these keys to quickly select items from the hotbar.
Viewing Controls
Mouse Movement: Move the mouse to change the direction you are facing.
Scroll Wheel: Use the scroll wheel to switch items in the hotbar.
Miscellaneous Controls
Esc: Press 'Esc' to pause the game and access the game menu.
F3: Press F3 to display debug information such as coordinates and frame rate.
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PROMOTION
AND
MARKETING
ACTIVITIES
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PROMOTION AND MARKETING ACTIVITIES
1.0 INTRODUCTION
Every learning technique that effectively uses technology to enhance the student's
learning process is commonly referred as digital learning. The strategy can involve a wide
range of resources and be implemented in numerous ways. According to some, innovation in
teaching and learning requires systematic adoption of innovative approaches, tools, and
methods that transform the classroom in order to empower student centred learning,
encourage critical thinking, and maximize learning objectives (Alexandru Topîrceanu, 2017).
Using the selected theme and subtopic, I have to develop a digital innovation product for the
science course based on the individual coursework SCES3152, Digital Innovation in
Teaching and Learning. I choosed 3.2 Vertebrates topic from year 4 which involves 3.2.1
State the meaning of vertebrates and invertebrates, 3.2.2 Give examples of vertebrates and
invertebrates and 3.2.3 Classify vertebrates based on specific characteristics for mammals,
reptiles, amphibians, birds and fish.
Less student participation in the classroom and low focus on students during teaching
and learning sessions are the problems that inspired me to develop this invention. During the
first practicum phase, these were problems that I personally encountered. In order to get
over such problems during the teaching and learning session, I came up with this idea. To
summarize my invention, it is an ICT-based tool that is entirely functional and efficient that
focus gamification method (Bates, A, 2011). To make my invention easy to use for other
teachers and students, it also has reliable, appropriate navigation. Additionally, it can be
access via every gadjets, so you may use my invention with a PC, laptop, tablet, or
smartphone. This minecraft gamification is more convenient when we access via computer
when compared to mobile. In addition, I made sure to include engaging games and clear
instructions to draw the student's attention to the teaching and learning process. This will
support raising student engagement and concentration levels in the classroom.
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2.0 OBJECTIVE OF INNOVATION
1) It gives the students an opportunity to study this topic in detail.
2) This collaborative aspect aligns with the Trialogical Learning Model's emphasis on
collaboration between students, teachers, and the community.
3) This innovation helps the students to master the topic with fun and joy.
4) This also integrates the use of ICT to improve the understanding of the student.
5) This is an ICT based material where students can perform activities interactively.
A marketing tactic called promotion helps buyers and suppliers communicate with
one another (Bencsik. etc, 2021). The company owner does this in an attempt to influence
and convince clients to buy their products or services. It helps in teaching customers about
the business, its products, and services. The company wants to improve its reputation by
implementing this procedure. By stimulating consumers' minds, this marketing tactic has the
ability to convert them into loyal followers (Makuch, 2014). The field of digital marketing
involves promoting products and services online and using web-based digital devices, such
as desktop computers, cellphones, and other digital media and platforms.
The promotion planning is introducing the project in year 4 classroom at SJKT Yahya
Awal, Johor (Refer attachment 16 and 17). I promote the Minecraft education platform and
its importance toward education. In year 4 class in SJKT Yahya Awal, Johor. I also give
brosur regarding the project to teachers and students to gain more information regarding
Minecraft education gamification (Refer attachment 1 and 2). Regarding marketing my
digital innovation product, I will be using social media platforms such as Facebook,
Instagram, Tik Tok, WhatsApp, and others to spread information about it among educators,
students, lecturers and other aspiring teachers (Refer attachment 5,8,9,11,12, and 13). I
also promote my innovation in some whatsapp group consist teacher, experts and upcoming
teachers (Refer attachment 4). I produced a brief promotional video for my product, which
involves digital innovation (Refer attachment 14 and 15). This promotional video started
with the element such as 18+ content and scam to attract the attention of the public to watch
the video. The caption also started with ‘Don’t read this’ also for attract the public to read the
caption. I had included information about my innovation in that video, including the name of
my product, the platform I used, the contents of my product, its benefits, the stages of
games and details about the creator. To grab interest in my invention, I will use WhatsApp to
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distribute the product's promotional video to experienced science educators and trainee
teachers at my practicum phase one school (Refer attachment 3). I also promote my digital
innovation product in STEM education club whatsapp group (Refer attachment 6). I also
asked them to reshare my promotional video in their whatsapp status and Instagram story
(Refer attachment 7 and 10). In order for all students and educators to observe my
innovation, I will also upload YouTube videos and advertisements. Through this, primary
school children, parents, guardians, and other scientific educators can learn about my
innovation. They will therefore be excited to apply my innovation in the teaching and learning
process since it can raise the level of the course and solve the problems I had previously
mentioned.
4.0 CONCLUSION
All things considered, my invention will assist science teachers in raising student
participation and engagement levels during lessons in science. Additionally, it enhances
focus and grabs the interest of students in the classroom (Langer, A. M, 2010). The
understanding of learners of this topic will undoubtedly improve as a result. Students may
find it easier and more enjoyable to understand the material with the help of this invention.
Furthermore, since the students will be having fun during the teaching and learning process,
the innovation I'm going to develop can raise the standard of the educational instruction.
Since the students have to participate in the games and activities I gave them, the innovation
promotes social engagement among them.
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5.0 REFERENCES:
Bencsik, Andrea & Adriana, Mezeiová & Samu, Bernadett. (2021). Gamification in Higher
Press.
Makuch. (2014). Science in the Early Years, Innovative Learning Technologies and
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6.0 ATTACHMENT
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Attachment 1: Brosur regarding the ‘Let’s explore the universe’ Minecraft education
gamification.
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Attachment 2: The brosur spread to the students, science teachers and experts for
the obtain knowledge about ‘Let’s explore the universe’ Minecraft education
gamification.
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Attachment 3: The ‘Let’s explore the universe’ gamification spread via ‘Whatsapp’ for
the friends
Attachment 4: The ‘Let’s explore the universe’ gamification spread via ‘Whatsapp’ in
teachers and upcoming teachers group
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Attachment 5: The ‘Let’s explore the universe’ gamification spread via ‘Whatsapp’ for
IPGKTI Science department lecturers
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Attachment 7: Friends and teachers promote ‘Let’s explore the universe’ Minecraft
education via whatsapp story
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Attachment 9: Share the promotion video in my instagram story
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Attachment 10: Science teachers and friends share the promotion video in their
Instagram story
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A 12: Promote my digital innovation in my A 13: Share the promotion video in my
https://youtube.com/shorts/ZPUu1P7S4EE?feature=share
Attachment 14: Promotional video for my product ‘Let’s explore the universe’
Minecraft education gamification.
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Attachment 15: Information about my innovation in that video, including the name of
my product, the platform I used, the contents of my product, its benefits, the stages of
games and details about the creator.
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Attachment 16: Introducing ‘Lets explore the universe game with teacher/experts.
Attachment 17: Introducing ‘Lets explore the universe game with students.
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ARTICLES INSPIRES TO MAKE
THIS DIGITAL INNOVATION
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