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PLANNING ONLINE INSTRUCTION

SGDT7023

GUIDING LEARNERS TO ENGAGE ONLINE

NAMA : BASYIRA BT ALI AHMAD


NO. MATRIC : 904601
PENSYARAH : PROF. MADYA DR BYABAZAIRE YUSOF
Introduction
 Online learning requires more active participation than traditional
classroom learning.

 To succeed in online courses, students need to be given motivation and


active involvement.

 Therefore, most of the teachers and students have implemented online


learning using the 21st century learning technology facilities.

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Gamification

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GAMIFICATION IN LEARNING

 Gamification is identified as one of the emerging technologies that will have a


great impact in schools of the most technologically advanced countries in world
(Johnson et al., 2014) and considered a new approach that can bridge the
generation gap between teachers and students (Kapp, 2007; Oblinger, 2004).

 Gamification often stresses that the judicious, strategic, and appropriate use of
game elements can produce a learning situation characterized by a high level
of active engagement and motivation, which in turn produces positive outcomes
in cognitive, emotional, and social areas.

 Gamification is introduced, especially on student’s motivation, engagement,


and learning outcomes. The factors of motivation, engagement, and learning
outcomes have by far been the most extensively studied of the numerous
factors that gamification seems to influence.

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GAMIFICATION IN LEARNING

 A game base learning is about crafting the content around game-story. The
students may create their own games or play other commercial video games.
On the other hand, gamification is about shaping the game around educational
context.

 Gamification operates on the assumption that the engagement experienced by


the gamer should be translated to the learning context. This would eventually
influence the behavior of student while facilitating learning at the same time.

 Since gamers willfully spend hours on solving the gaming challenges, the
developers are using the potential of video games to harness learners’
motivation and to apply the techniques to learning environments.

 They are designed to enable learners to solve a problem; a crucial skill which is
needed today and even tomorrow.

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GAMIFICATION IN LEARNING

 Mystery – this element requires the learners to fill the gap of known with
unknown. The learner has to use some information to fill this gap but for that,
they first need to find that information. For instance, finding a hidden key to a
closed door.

 Action – Almost every game instantly start with an action. The action that
forces the learner to make a move. For instance, finding a map, searching a
shelter, collecting pieces etc. The action is used to engage the learners
immediately.

 Challenge – Every human feel pleasure in overcoming challenges. This runs in


human’s DNA and that is why game developers leverage this innate desire by
challenging players at each step.

 Risk – A game with no risk of life or collected coins is a piece of boredom. A


game is always appealing if it comes with the risk of losing a ‘life’, a need to
start over again or to lose all the collected items just because of a wrong move.
Such game elements, first challenges and then improves the learner’s ability to
focus and make a strategic move.
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GAMIFICATION IN LEARNING

 Uncertainty – in this element, learners hold no idea about what may come next
in their way. For instance, can you solve the puzzle and move to next level or
you may get stuck in the round and require to start over again.

 Progress Visibility – such game designs clearly tells learners what must be
done, where to start and how long it must go on. For instance, in PacMan, you
know the remaining dots and throughout the stage, players follow through these
dots, improving their performance and chances of success.

 Emotional Content – unlike learning modules, games bring up the emotion of


anger, sadness, enthusiastic happiness or frustration. In short, it brings out the
most valuable human aspect of emotions. These game elements help in
encouraging and embracing different human emotions.

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Gamification examples in education

 Kickstarter – an American crowd funding platform, has launched a campaign


on Canny bot – a robot toy that can be controlled remotely via a programme and
is used to teach children practical coding skills.

 Quizlet – a web and mobile application to study Math, Science, Languages, Arts
quicker via games and flashcards for free. It’s used by half of the universities of
the USA and is said to help with progress a lot.

 Duolingo– language-learning game with more than 8 millions downloads on


Google Play. The social app encourages to level app earning points, get virtual
currency and learn with friends.

 Kahoot – a solution to use at school and at work for e-learning. While playing,
anyone feels more comfortable and confident in vocabulary quizzes,
multiplication, geography and more.

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There are many ways to guide students to be actively involved
online.
1. Communicate in various formats

 Online education provides a variety of ways for teachers to communicate with


students.

 Forums and discussions become standard communication tools that are often
used.

 Teachers can use audio, video and instant messaging to encourage students to
be actively involved online.

 Teaching using screencast videos with detailed explanations can give students
a better understanding.

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2. Provide active learning opportunities

 Involve students in active learning. Assign students online to interview people


who work in the field.

 Guide students to do case study, group project or collect and analyze data.

3. Make Learning Social

 Teachers can use social media to engage students in learning.

 Social media platforms if used effectively, can help to build a better classroom
community between the students and teachers.

4. Badges and certificates

 Give badges and certificates based on student achievement and competence in


appreciation of student performance and encourage their involvement.
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5. Provide timely and useful feedback

 Feedback to students on their performance is very important in ensuring that


students continue to be involved in learning.

 Quick feedback on discussion notes and email inquiries can help students
follow up the next activity.

 Detailed and positive feedback can affect student engagement.

6. Increase self-assessment opportunities

 Provide opportunities for students to make self-assessments that students can


take more responsibility for their own learning.

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The roles of an effective online teacher
1. A Proper Guide

 Online teachers play a role in guiding students through one or more online
learning experiences.

 Online students prefer different learning styles and modes.

 Online teachers need to change teaching to provide the best education.

2. Motivator

 Teachers need to provide constructive feedback to students. Teachers need to


find appropriate positive comments.

 Teachers should not be rude when giving negative feedback.

 Teachers should help students overcome their fears or anxieties by providing


relevant solutions.

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3. Effective Communicator

 Teacher communication with students an important role in the online learning


environment as it can help effective communication between teachers and
students.

 Communication can be in different ways :


i)one two one
ii)one to many
iii)many to one
iv)many to many

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Challenges Facing Online Learners

1. Digital Literacy

 To attend class online, student need a certain degree of technological


proficiency including the ability to successfully log in, participate in classes,
submit work, and communicate with teachers and classmates.

 Student must understanding online communication etiquette and knowing


student rights and responsibilities in an online learning environmen.

2. Technical Issues

 Student can access class wherever they have a connected device, but a strong
internet connection is required. Low internet can affect how quickly students
can connect and participate in class.

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3. Time Management

 Flexible scheduling is great for online students but they have responsibilities
outside of school such as work and family. This can make juggling school,
work, and personal responsibilities a challenges.

 Great time management skills are crucial to succeed.

4. Motivation

 Online learning requires motivation to complete tasks, stay engaged and make
progress. When student not surrounded by classmates and instructors they will
suspend work.

 When their motivation decreases they may fall behind in lessons.

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