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14.pembelajaran Dalam Suasana Interaktif
14.pembelajaran Dalam Suasana Interaktif
STRATEGIES: HIGHLY
INTERACTIVE DR KHAIRUL
VIRTUAL JAMALUDIN
ENVIRONMENTS
(HIVES)
What will you learn?
■ What’s HIVEs?
■ Why HIVEs?
■ Interactive levels
■ Designing HIVEs learning
■ How to implement HIVEs?
Traditional teaching has been
criticized in the literature.
• Teacher-centred learning
• Poor students' involvement
Highly • Less motivating
Interactive
Humans effortlessly create
Virtual virtual situations all the time
Environments • we simulate shaking hands with the
(HIVEs)? person we are scheduled to meet, and we
plan different things we might say.
• Runners imagine the track and plan
where to con- serve energy and where to
spend it
■ We also use virtual environments to do experiments
– Einstein made progress towards his second theory of relativity by imagining he
was riding a light beam.
– Programmers review steps of code in the shower, trying to figure out unintended
consequences.
– teachers use short games to introduce difficult top- ics, and mock trials have been
the staple at law schools for decades.
Do we need Highly Interactive Virtual
Environments (HIVEs) for learning?
“Game as a learning tool”
Games are a more natural way to learn than traditional
classrooms
Student active
Participation with content
pacrticipation will help Develop sense of
may be necessary for
them to have motivation responsibility
learning.
and desire to learn
So far, what is your
understanding about
HIVEs?
■ Does it only refer to games?
■ Does it mean we do not need
to teach?
■ Does it mean we let students
play all day?
HIVEs in short
■ A virtual learning environment that is
developed based on the following
elements:
– Simulation element (Real-life
actions, actions affect relevant
systems & feedback and results)
– Pedagogical element (an
experience, ensuring that a
participant ’ s time is spent
productively)
– Game element (techniques that
motivate people to want to engage
an experience, outside of any
intrinsic motivation)
*Sims:
games that includes all
prepackaged educational
simulations and many
serious games and group
chal-lenges, presents some
abstracted world and the
player ’ s role in it, and has
some transferability to the
productive world.
Virtual
Data Prototyping/self- Replicating real-
walkthroughs and
visualization expression world facilities
tours
■ Serious games are interactive experiences that are easy and fun to engage while building awareness
– usually require no coaching or outside help and even spread through word of mouth,
promoted by people who enjoy playing them (eg: frame game)
– A frame game,: a type of serious game, puts traditional academic content into an engaging
interface such as a game show format.
■ Class games: a short activity to engage students
– Ice-breaker, increasing comfort level between students
– Revealing current student knowledge (used either before a class to customize the content or
after a class to diagnose the amount of content learned)
– Giving the students practice using the infrastructure
– Acting as a lab for subsequent discussion and review
(Aldrich, 2009)
Continued…
Learning
to know
Undestand themselves
better (including their
able to do new things role in the community
(such as being a leader and how to take
or using project
Learning Learning advantage of their
management skills) to do to be unique strengths)
Aldrich (2009) proposed interactive
levels for learning
Level Descriptor
0 • the instructor speaks regardless of the audience
• often supplemented with PowerPoint slides
• goal is to cover as many points as possible in the given time
• material is easiest to prepare
1 • instructor pauses and asks single-answer questions of the students
• When the question is correctly answered, the class continues
2 • instructor tests the audience and, depending on the collec- tive response, skips ahead
or backtracks.
3 • instructor asks multiple-choice questions of the audience
• students may have the opportunity to defend different answers
• allow for open-ended questions in the chatroom
Continued…
Level Descriptor
4 • Students engage a lab or other process activity that typically has a sin- gle solution
• Example: putting together an engine, making muffins
• can also include minigames (15- to 60-minute online sims that require competency,
successful understanding, use of a system, and encourage a limited amount of
creativity).
• The role of the instructor is starting to be more coachlike.
5 • Students engage an open-ended lab or other activity and create unique content.
• They can express individuality and cleverness that they may want to share and show
off, often via screenshots in a chat room.
• includes the analysis of case studies, the use of interactive spreadsheets
• practiceware sims (a flight-simulator), and the playing of most complex games
Simulation
element
■ directly correspond to learning goals, and they model and present an abstracted reality
■ Considerations:
– Real-life actions: what they can do, interface and does it can be accessed by the
keyboard, mouse, or other input devices
– How the actions affect relevant systems, including maps, buildings, com- munities,
and even chemical processes
– How those systems produce feedback and results
Game element
■ techniques that motivate people to want to engage an experi- ence, outside of any
intrinsic motivation.
■ Include:
– compelling contexts
– cool graphics
– futuristic designs
– the ability to adjust the difficulty level
– encourage achievement of higher scores
– choose an on-screen character’s appearance.
But…. What say you?
“They are subjective. What is fun for one person is not to others”
Pedagogical element
“surround an experience, ensuring that a participant’s time is spent productively”.
This help the learners to:
avoid developing
superstitious
behavior, such as
believing they are see relationships work through
know how to use the try different apply lessons to the
know what to do influencing between actions or frustration to get to
interface approaches real world.
something by a items faster resolution
particular action
when they are really
not
Right approach, right needs
Create a Sense of Presence via Virtual World
• students feel as if they are physically near other people, not just viewing the same artifacts.
• they change the way that they behave (Bloomfield, 2007)
• The sense of presence can also extend beyond distance learning to purely social situations and to field
trips.
Easily Access Diverse Real-World Communities
• can provide access to real, organic communities, as well as individual experts.
SELF-PACED/
SINGLE PLAYER,
ASYNCHRONOUS,
OR SYNCHRONOUS
CONTENT
SELECTION
CRITERIA
Technology
Accessible
Allow
learning & Infrastructur Instructor
collaboratio e Controls
n
Selection
For teacher:
instructor manual, facilitator’s guide
Support For students:
Materials Examples of best, typical, and worst plays,
Further reading, Technical support
Recorded grades / progress: frequently asked questions
screenshots, print, or e-mail information
Artifacts
content Curriculu
m
selection Alignment
Teaching the
Setting the tone
interface
Intellectual setup
Setting up Addessing
success/failures
Tone
• Ensure instruction is clear before begin
2. From real life to simulation
• “Across history, what was the most wasteful war, in terms of
Ask for personal stories or resources spent and the lack of real gains accomplished?”
opinion related to the focus
• “How would you define a successful peace negotiation? What
Ask the class to define the would the outcome look like?”
value of the activity
• “How would you define a successful peace negotiation? What
Ask for a definition would the outcome look like?”
• “With whom right now, in your personal life, are you in a fight?
Have students write down a You don’t have to share it with the class, but you do have to pick a
lingering problem or question real example.”
3. Teaching the interface
1 2 3 4
understand all Introduce the show a draw analogies
their potential invisible and screenshot to people’s own
actions before underlying lives.
they begin system
4. Public simulation play
The coach can use the controls, talking through the actions.
• Here, the coach takes over and plays through the level, talking aloud about various decisions. This is the
fastest approach, and the easiest, but the least interactive.
The coach can use the controls, asking the group what to do.
• This focuses the group on the strategic aspects of the simulation, although it can gloss over interface issues.
An individual student can be chosen to take the controls and play through the level.
• This demonstrates a “real” person using the interface, making common mis- takes and common discoveries.
It builds community and even sympathy. It also focuses the group on the interface issues as well as the
strategic ones.
An individual can be chosen to take the controls, but told by the group what to do.
• This has all the advantages of the other approaches, but it can also take the longest, sometimes building
impatience in the group.
5. Addressing success and failure
Encouragement is key!
6. Grouping students
Recall the content from the on-ramping session, • “Go back to your notes. Look at what you wrote down before we
and ask if any of the personal challenges brought started the sim. That thing that was a big challenge, that concept that
up then can now be resolved was hard to get, is it any more clear now?”
Peer assessment
What is HIVEs? Strengths? Weaknesses? What are the steps What kind of
in conducting assessment that you
HIVEs? can do?
THANK YOU
Reference:
Aldrich, C. (2009). Learning Online with Games, Simulations, and Virtual Worlds:
Strategies For Online Instruction. Market Street, San Francisco, CA: John Wiley & Sons,
Inc
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