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Assalamualaikum, I'm Abu Yusuf, 30 y.o, Born in Ipoh, Perak. I'm currently teaching Islamic studies at MRSM Betong Sarawak.

My Favotite Quote

The Prophet (ﷺ) said, :

"The best of humans are those who are most beneficial to others"

"The best among you (Muslims) are those who learn the Qur'an and teach it."

From this 2 quotes, it inspires me as an educator to be the best among the best.

While others giving their skills, talents and experiences to benefit human, i'm also want to take part in it and ready to give all my effort to share and educate our generations to come in especially in islamic studies, In sha Allah.

May Allah helps and guides me and us all to seek His pleasure, ameen

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WEEK 2 (My Reflection About Today's Topic)

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WEEK 2 (My Reflection About Today's Topic)

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Alhamdulillah, today's lesson is complete. May everyone involved in this knowledge session receive blessings and mercy from Allah S.W.T.

Here is a summary of what I have learned:

1. Brief History of Technology in Education:

Before the 20th century, educational technology was limited to physical materials like textbooks and printed sheets.

2. Development of Technology in Education:

The use of audiovisual technology, initially used in warfare, was later applied in education, such as radios and films.

3. Mid-20th Century Advancements:

Education advanced with more sophisticated technology like educational television programs to deliver knowledge and information.

4. Late 20th Century:

The education sector began using more advanced and faster computing technology. However, this technology was still limited as it was not fully developed. People could only communicate via email and collaborate in discussions like Wikipedia.

5. 21st Century:

The world experienced rapid technological advancements, especially in education. Advanced and diverse computer technologies were used, such as educational games, virtual experiment simulations, advanced educational platforms, and the latest, AI in education.

6. Global Educational Community:

With rapid technological development, the global educational community, known as UNESCO, issued guidelines and best practices for the prudent use of technology in education to ensure the sector's healthy and rapid growth.

7. Malaysia's Role:

Malaysia also plays a part in helping its citizens advance in education based on several guidelines and standards.

8. Gratitude as a Teacher:

As a teacher, I am grateful to those involved in creating these standards, as they make it easier for us educators to engage in the world of information technology with various training and courses to ensure effective and efficient knowledge delivery to students.

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WEEK 3 (Potential and challenges of ICT Innovations)

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WEEK 3 (Potential and challenges of ICT Innovations)

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Alhamdulillah, this is my summary from what i learnt in the ICT Competency Framework for Teachers (ICT CFT) Version 3, focusing on sections 3a to 3i :

3a. Open Educational Resources (OER)

Free educational materials like textbooks, videos, and apps.

Helps teachers and students learn and share easily online.

3b. Social Networks

Websites and apps like Facebook and Instagram for connecting with others.

Can help teachers and students communicate and learn together.

Important to use them safely and avoid problems like bullying.

3c. Mobile Technologies

Devices like smartphones and tablets.

Make learning easier and more flexible, anytime and anywhere.

3d. The Internet of Things (IoT)

Everyday objects connected to the Internet, like smartwatches.

Can change how we learn and teach in exciting new ways.

3e. Artificial Intelligence (AI)

Computers that can think and learn like humans.

Used in schools for things like personalized learning and grading.

Important to think about privacy and fairness.

3f. Virtual Reality (VR) and Augmented Reality (AR)

VR: Computer-made worlds you can explore.

AR: Adds computer images to the real world.

Makes learning fun and helps understand subjects better.

3g. Big Data

Huge amounts of information collected online.

Can help improve learning but needs careful handling.

3h. Coding

Writing instructions for computers to create apps and websites.

Helps students learn to think logically and solve problems.

3i. Ethics and Privacy Protection

Using technology responsibly and protecting personal information.

Important to learn about data privacy and ethical use of technology.

These points show how different technologies can make learning more interesting and effective, but also highlight the need to use them responsibly.

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The use of technology in educational settings can bring about several health risks. so i choose Eye Strain and Vision Problems.

Eye strain and vision problems from technology use, often referred to as Computer Vision Syndrome (CVS) or Digital Eye Strain, can be caused by several factors:

Prolonged Screen Time: Staring at screens for extended periods without breaks.

Poor Lighting: Insufficient or excessive lighting can cause glare and strain.

Improper Viewing Distance and Angle: Screens that are too close, too far, or at an awkward angle.

Eye strain and vision problems can significantly affect a student's academic performance:

Reduced Concentration: Discomfort and headaches can make it hard to focus on tasks.

Decreased Productivity: Frequent breaks to rest the eyes can interrupt study sessions.

Reading Difficulties: Blurred vision can make reading and comprehending text challenging

There are several strategies to reduce eye strain and protect vision:

Follow the 20-20-20 Rule: Every 20 minutes, look at something 20 feet away for at least 20 seconds

Adjust Screen Settings: Ensure proper brightness and contrast, and use blue light filters.

Optimize Workspace Ergonomics: Position screens at eye level and at a comfortable distance.

Take Regular Breaks: Incorporate short breaks to rest the eyes and stretch the body.

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Universiti Poly-Tech Malaysia, Jalan 6/91, Taman Shamelin Perkasa, Kuala Lumpur, Federal Territory of Kuala Lumpur

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WEEK 5 (DESIGNING DIGITAL LEARNING ENVIRONMENT)

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WEEK 5 (DESIGNING DIGITAL LEARNING ENVIRONMENT)

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Alhamdulillah, i will share my understanding about this topic.

i learnt that,there are types of learning strategies for digital classroom, which are:

1. Project-Based Learning: This is when students work on a project over a period of time. They might build something, create a presentation, or write a report. It's like doing a big school project that helps them learn about a topic in depth.

2. Action-Based Learning: This involves learning by doing. Instead of just reading or listening, students get to do activities that help them understand the subject better. For example, they might do experiments in science class.

3. Problem-Based Learning: Here, students are given a problem to solve. They have to think about the best way to solve it, which helps them learn new things. It's like a puzzle that teaches them as they figure it out.

4. Collaborative Learning: This is when students work together in groups. They share ideas and help each other learn. It's like teamwork in sports, but for school subjects.

5. Think-Pair-Share: In this strategy, students first think about a question on their own, then discuss their thoughts with a partner, and finally share their ideas with the class. It's a way to get everyone involved and thinking.

6. Game-Based Learning: Learning through games! This can be video games, board games, or any kind of game that helps students learn while having fun. It's like playing and learning at the same time.

7. Interactive Learning: This involves using tools like computers, tablets, or interactive whiteboards to learn. Students might watch videos, play educational games, or use apps that make learning more engaging.

8. Personalized Learning: This means that the learning is tailored to each student's needs and interests. If a student is really good at math but needs help with reading, their lessons will be adjusted to help them improve where they need it most.

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Universiti Poly-Tech Malaysia, Jalan 6/91, Taman Shamelin Perkasa, Kuala Lumpur, Federal Territory of Kuala Lumpur

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WEEK 6 (Instructional Design Theories and Principles)

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WEEK 6 (Instructional Design Theories and Principles)

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Alhamdulillah, this is my summary about this topic.

1. Behaviorist Theories (B.F. Skinner)

Focus: Changes in behavior that you can see and measure.

Examples:

Practice and repeat tasks (like drills or quizzes).

Break big tasks into smaller steps.

Give rewards for doing things right.

2. Cognitive Theories (Jean Piaget, Robert Gagné)

Focus: How we think, remember, and solve problems.

Examples:

Steps to help you learn better (like Gagné's Nine Events of Instruction).

3. Constructivist Theories (Lev Vygotsky, Jerome Bruner)

Focus: Learning by doing and experiencing things.

Examples:

Help with tasks that are a bit hard but doable with support.

Learning through projects and solving problems.

Working together and discussing ideas.

Doing real-life tasks to understand better.

4. Social Learning Theory (Albert Bandura)

Focus: Learning by watching others.

Examples:

Role-playing and acting out situations.

Learning with friends or in groups.

Using videos to show how to do things.

5. ARCS Model of Motivation (John Keller)

Focus: Keeping students interested and motivated.

Examples:

Using fun and interesting activities.

Connecting lessons to real life.

Building confidence with small steps and positive feedback.

Giving rewards and praise for good work.

6. Connectivism (George Siemens, Stephen Downes)

Focus: Learning through online networks and connections.

Examples:

Learning to use the internet and find good information.

Using online forums, social media, and online courses.

Working together online to create and share knowledge.

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Universiti Poly-Tech Malaysia, Jalan 6/91, Taman Shamelin Perkasa, Kuala Lumpur, Federal Territory of Kuala Lumpur

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WEEK 7 (USING PADLET AS LEARNING PLATFORM)

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WEEK 7 (USING PADLET AS LEARNING PLATFORM)

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About Padlet

Padlet is like an online bulletin board.

You can post notes, pictures, videos, and links.

It's used for school, work, and personal projects.

You can use it on different devices.

Why Choose Padlet?

Easy to Use: Simple and user-friendly.

Flexible: Supports text, images, videos, and links.

Collaborative: Many people can work together at the same time.

Customizable: Different board layouts to choose from.

Secure: Keeps your data safe.

Integrates with Other Tools: Works with Google Classroom and more.

Assessments of Impact

Effectiveness: Helps you reach your goals.

Engagement: Makes people participate more.

Creativity: Encourages new ideas.

Collaboration: Helps people work together.

Accessibility: Easy to use on any device.

Challenges & Mitigation Strategies

Technical Issues:

Problem: Sometimes it might not work well.

Solution: Provide good tech support and updates.

User Adoption:

Problem: Some people might not want to use it.

Solution: Offer training and tutorials.

Privacy Concerns:

Problem: Worries about data safety.

Solution: Use strong security measures.

Cost:

Problem: Premium features might be expensive.

Solution: Offer a free version and discounts for schools.

Conclusion

Padlet is a great tool for sharing and working together.

It's easy to use, flexible, and secure.

There are some challenges, but they can be managed.

Overall, Padlet helps with creativity, engagement, and teamwork.

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Universiti Poly-Tech Malaysia, Jalan 6/91, Taman Shamelin Perkasa, Kuala Lumpur, Federal Territory of Kuala Lumpur

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ADDIE Model Checklist for Educators

A - Analysis

Identify Target Audience: Understand who the learners are.

D - Design

Website Theme: Describe the theme of your website.

Suitable Design: Plan suitable games and activities.

D - Development

Draft Lesson Plan:

Gain attention

Provide direction

Recall prior knowledge

Present content

Apply learning

Evaluate understanding

Closure

Prevent Cognitive Load: Ensure content is manageable (avoid overwhelming the brain).

Prepare Content: Develop and organize the content.

Check for Errors: Review and fix any mistakes.

Product Creation: Develop the final product.

I - Implementation

Practical Use in Class: Implement the website in classroom settings.

Main Performance: Ensure students use the website effectively.

E - Evaluation

Conduct Surveys: Gather feedback after using the website.

Evaluate Efficiency: Assess if the website is effective and efficient.

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WEEK 9 (Integrating Theory into Practice)

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WEEK 9 (Integrating Theory into Practice)

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Alhamdulillah

im sharing what im learnt from madam azidatun's lecture

Examples of Sites Offering Online Design Services:

Canva,

Flaticon,

Freepik,

Slidesgo,

Picsart,

Venngage

Examples of Web Design Tools

Weebly,

Codecademy,

Adobe Spark,

Google Sites,

Wordpress,

Wix

Examples of Web-based Collaboration

Edmodo,

Google Drive,

Google Docs,

Bubbl.us,

Twiddla,

Padlet,

Minecraft for Education,

Kahoot

Types of Web-based Communication

Types of communication methods:

1. Synchronous: Real-time engagement.

2. Asynchronous: Non-simultaneous engagement.

Example

Facebook, Twitter, Instagram, TikTok, Clubhouse

Skype, Zoom, Webex, Microsoft Teams, Google Meet

BBC Radio, Apple Podcasts, Spotify, Google Podcast

Youtube, Vimeo, Twitch, DailyMotion

Blogger, Wix, Wordpress, Weebly, Tumblr

BTW yall can refer this map https://xmind.ai/share/N8eDsDen?xid=8d0bDb5J

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Google's site for new technology in education is really cool! It shows how schools are using things like Artificial Intelligence (AI), Virtual Reality (VR), and Augmented Reality (AR) to make learning more fun and interesting.

Here are some key points:

Innovative Teaching Methods: These technologies help teachers create new ways of teaching that are more interactive. For example, VR can let students explore historical events or science concepts as if they were really there.

Global Collaboration: The site talks about how VR can help students from different countries learn together in a virtual classroom.

Future Preparedness: By using these technologies, schools are getting students ready for future jobs that will need advanced tech skills.

Research and Evidence: Google works with schools to show how these technologies can improve learning.

Overall, Google's focus on new technologies in education is a smart way to make learning better and prepare students for the future.