Professional Documents
Culture Documents
Nota Bab 7 & 8
Nota Bab 7 & 8
● VR categories
1. Non Immersive Virtual Reality
- "It's like a fake world on the computer where you still know what's
happening around you in real life. Video games are a good example
of this kind of VR where you're not completely lost in the virtual world."
2. Semi Immersive
- This VR gives you a taste of the virtual world mixed with the real one.
It's great for learning and training using fancy computer graphics and
big screens, like those flight simulators pilots use to practice
3. Fully Immersive Virtual Reality
- This VR feels super real—it's like you're really there, with sights,
sounds, and sometimes even smells. Think of those car racing games
where you feel the speed and driving skills for real. Originally for fun stuff
like gaming, now it's getting used more in other areas too
● VR in education
1. Virtual field trips - explore historical sites, museums, landmarks, and natural
environments
2. Anatomy and science education- Students can explore the human
body, molecules,
3. Historical and cultural reenactment- students can step into historical
events, experiencing them firsthand
4. Language learning - facilitating language acquisition through real-world context
● Iot in classroom
- Smartboard, tablet, collaboration among students using tablet
- Gather data on students learning, preferences
- Wearing smartwatches and fitness tracker (monitor students physical activity)
- Online resources, virtual classroom
● What is gamification?
- Gamification means making non-game stuff more like games. It's about adding
fun game-like features to things to get people interested and motivated. The aim
is to make tasks or activities more enjoyable and rewarding by using the tricks
that make games so engaging
- involves elements such as points, badges, leaderboards, challenges, rewards
● Gamification in Classroom
- Points system - Assigning points for completing different tasks
- Badges - A badge is an award given in the form of a virtual object or a pinned
image on your profile.
- Leaderboards
BAB 8 (Issues and Challenges in Technology Integration for Teaching and Learning)
● Intellectual property rights are the rights given to persons over the creations of
their minds
● Cyberlaw
- There to protect consumers from online frauds. They exist to prevent
online crimes including credit card theft and identity theft.
- Cyber crimes against property ( hacking, virus)
● Plagiarism
- Plagiarism is presenting someone else's work or ideas as your own,
with or without their consent, by incorporating it into your work without
full acknowledgement.
- Although Plagiarism is not a criminal or civil offense, plagiarism is illegal if it
infringes an author's intellectual property rights, including copyright or
trademark. For example, the owner of a copyright can sue a plagiarizer in federal
court for copyright violation
- consequences of plagiarism vary by institution and severity, common
consequences include: a lower grade, automatically failing a course,
academic suspension or probation, or even expulsion
● Cyberethics
- A code of behaviour on the internet
- Being a good digital citizenship
- Education and Awareness: Teach students about plagiarism, its forms, and
how to properly cite sources. Explain the importance of originality in academic
work.
- Clear Expectations: Clearly outline expectations for assignments, including
citation styles and the necessity of original work. Provide examples of
proper citation and paraphrasing.
- Use Plagiarism Checking Tools: Utilize online tools like Turnitin, Grammarly,
or other plagiarism checkers to analyze students' work for similarities with
online sources.
-Discuss technology integration challenges for learners of different academic abilities, special
educational needs.
Digital Accessibility: Ensuring that digital content, websites, and learning platforms are
accessible to individuals with various disabilities, including those with visual or auditory
impairments.
● Screen Readers: A screen reader is a software program that allows blind and low
vision individuals to read the content on a computer screen with a voice
synthesizer or braille display.
Blind or visually impaired learners may use screen readers to access digital
content. Ensuring that educational materials, websites, and learning platforms are
compatible with screen readers is crucial for their accessibility.
● Closed Captions: Providing closed captions for video content is essential for
students with hearing impairments. This includes not only lecture content but also
multimedia resources used in educational materials.
Screen Readers and Text-to-Speech:
Challenge: Screen readers and text-to-speech technologies are essential for learners with visual
impairments. However, not all digital content is designed to be compatible with these
technologies, leading to barriers in accessing information.
Elaboration: Educational materials, websites, or applications that lack proper coding for
compatibility with screen readers may not convey information effectively to students who rely on
these tools. This includes issues such as missing alt text for images, improperly labeled form
fields, or complex layouts that are challenging for screen readers to interpret.
Challenge: Learners with hearing impairments may face challenges if digital content, such as
videos, lacks proper captioning or subtitling.
Elaboration: Inaccessible video content can create barriers for students who are deaf or hard of
hearing. Proper captioning not only provides access to spoken information but also enhances the
learning experience for all students, including those who may benefit from text-based
reinforcement.
Challenge: Complex user interfaces and navigation structures can pose challenges for learners
with cognitive disabilities or motor impairments.
Elaboration: Students with cognitive disabilities may struggle with complex navigation systems,
and those with motor impairments may face difficulties interacting with small buttons or
touch-sensitive controls. Clear and intuitive user interface design, along with options for
customization, is essential for accommodating diverse needs.
-Discuss the challenges of emerging technology for teaching and learning in terms of
organisational support, teacher preparedness, student readiness, technological infrastructure,
skill training.
Teacher Preparedness- Lack of Training Opportunities: Teachers may not have access to
adequate training programs to develop the skills required for integrating emerging technologies
into their teaching methods. Continuous professional development is crucial but may be
overlooked or underfunded.
Generation Gap: Teachers from older generations may find it challenging to adapt to rapidly
evolving technologies, leading to a digital divide in the teaching workforce.
Students Readiness-
Access Disparities: Not all students have equal access to technology outside of the classroom.
Disparities in internet connectivity, device availability, and digital literacy skills can create a divide
between students who can fully engage with technology-enhanced learning and those who
cannot.
Differing Learning Styles: Students have diverse learning styles, and some may struggle to adapt
to technology-driven educational methods. The one-size-fits-all approach may not cater to the
needs of all learners.