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IMPLEMENTATION

In this project, we adapted innovative pedagogies, which are problem-based learning, problem-solving, scenario-based learning, case-based learning, reflective learning, social collaborative learning, flipped classroom, heutagogy, peeragogy, and cybergogy in developing immersive blended learning activities for students learning computer-based courses.

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The learning activities integrate the principles of innovative pedagogies that suitable to be delivered either through LMS, Flipgrid, Facebook, Blog or Mobile Apps. In term of designing the learning activities, this project is considered original when we combined these two elements; principles of innovative pedagogies with online learning tools capabilities, specifically for learning computer-based courses at HiEd. 

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The implementations of 21st century innovative pedagogies have started since 1995 and then slowly developed and transformed accordingly based on the development of technology-based learning and teaching tools. Figure 1 shows the implementation of innovative pedagogies and tools.

Figure 1: Implementation of Innovative Pedagogies and Technological Tools in Teaching Technology -INNO-GOGY

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Figure 2 shows the implementation of Innovative Pedagogies and Tools across courses:

Figure 2:  Implementation of Innovative Pedagogies and Tools across courses

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The implementation of innovative pedagogies through technological tools involves the following courses:

1.    SPT 4342: CD-ROM-based Multimedia Development
2.    SPM 2332: Authoring Language
3.    SPPM 2342: Information Management in Education
4.    MPT 1193/MPPP 1223: Authoring System
5.    MPPP 1213: Technology & Media Design
6.    MPPP 1373: Visual Technology Production

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This development of this project is based on following phases:

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1. Analysis
User's need analysis and course's content analysis have been conducted prior of the development of learning activities to meet the prospective users.  Through this process, several factors will be identified, which are:

•    The background of the students (computer skills, prior knowledge of subject matter)
•    Problems faced by students in previous semester (from CAR's document)
•    The suitable type of innovative pedagogies that suitable for delivering the course's content.
•    The suitable type of technological tools that suitable for the chosen innovative pedagogies.  

 

2. Design & Development
In design and development phases, learning activities have been developed across the course's content embedded with the examples and settings of the application of the content in the real life.  The principles of chosen innovative pedagogies have been implemented in the learning activities.  


Next the learning activities have been transferred into the development phase where they will be delivered through the chosen type of technological tools; blog, LMS or apps etc.  Besides that, the immersive blended learning environment also has been setup based on the capabilities of the chosen type of technological tools.

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3. Implementation
For implementation phase, we innovate immersive blended learning cycle to make sure the learning process will be conducted systematically.  Figure 3 shows the learning cycle.

Figure 3: Immersive Blended Learning Cycle

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Besides that, the data-driven analytics have been used to uncover how performance, reflective thinking, cognitive engagement, cognitive retention and motivation can be better developed and practical in immersive blended learning environment (by producing analytics learning frameworks). This is because when learning in the 21st-century, knowledge and social are inseparable and may lead to enhance collaboration.

 

As Peeragogy requires strong community and collaborators, each learner was asked to commit and fulfil his/her role in the community (coach, scaffold) through tasks, thus they can learn by co-creating and co-teaching from one another, which is supported by the technology medium, instead of learning alongside one another (as often done by previous researches in simple peer-learning strategy). We also measured learners’ contribution in solving real problems, which took place in the online forum/FB page/blog, alongside the technical aspect (quantity of posts, login frequency etc) as it is possible to measure higher order cognitive skills, cognitive engagement, and motivation through this way besides students’ performance.

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Samples of Learning Activities based on Innovative Pedagogies:

1. Flipped Classroom
2. Problem Based Learning
3. Scenario/Case Based Learning
4. Reflective Learning
5. Social Collaborative Learning
6. Problem Solving
7. Heutagogy/Peeragogy/Cybergogy

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