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      <title>SGDT7024 ADVANCED RESEARCH IN INSTRUCTIONAL TECHNOLOGY by --</title>
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      <description>ASSOC. PROF. DR. SURENDRAN SANKARAN</description>
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         <description><![CDATA[<div>Setelah melalui beberapa sesi pembacaan bahan kajian lepas berkenaan pengaruh media pengajaran yang digunakan untuk digunakan semasa sesi PdP terutamanya ketika pandemik mahupun digunakan semasa di dalam kelas, saya mendapati terdapat beberapa permasalahan yang dihadapi oleh guru-guru terutamanya guru novis &amp; guru yang kurang mahir dalam penghasilan media pengajaran yang berkualiti. Selain itu, penggunakan media pengajran terutamanya yang berasakan video yang dihasilkan oleh individu lain kadang kala mempunyai limitasi dan kurang sesuai digunakan oleh guru yang lain kepada pelajar masing-masing. Hal ini kerana faktor lokasi, tahap pencapaian akademik serta latarbelakang pelajar berkenaan adalah berbeza. Jadi saya ingin mencadangkan <strong>satu kajian bagi membangunkan garis panduan piawai untuk membantu pereka bentuk menghasilkan media pengajaran yang berasaskan video pengajaran (terutamanya penceritaan digital) dalam kursus Teknologi Pendidikan di Institut Pendidikan Guru (IPG)</strong>. Ini dapat membantu pelajar-pelajar IPG yang akan berkhidmat di sekolah kelak dapat mempersiapkan diri dengan kemahiran penghasilan media pengajran digital&nbsp; dengan lebih berkualiti. Hal ini dapat dicapai melalui beberapa objektif seperti berikut:</div><div>&nbsp;</div><div>1. Menyenarai dan mengenal pasti elemen media pengajaran berkonsep penceritaan digital dalam pembangunan media pengajaran (m-pembelajaran).</div><div>2.&nbsp; Mengenal pasti fitur alatan bagi pembangunan media pengajaran berkonsepkan penceritaan digital dalam Kursus Teknologi Pendidikan di IPG.</div><div>3. Mereka bentuk model media pengajaran berasakan penceritaan digital yang mempunyai garis panduan yang standard untuk proses pembangunan media pengajaran untuk Kursus Teknologi Pendidikan di IPG.</div><div>4.&nbsp; Menilai tahap kualiti garis panduan yang dibina melalui persepsi pengguna dan pakar serta mengukur kualiti&nbsp; media pengajaran berkonsepkan penceritaan digital.</div>]]></description>
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         <description><![CDATA[<div>Idea penyelidikan yang dicadangkan ialah untuk membangunkan aplikasi pembelajaran Android bagi kursus Matematik Kewangan di Institut Pendidikan Guru, menggunakan elemen gamifikasi untuk meningkatkan penglibatan pelajar dan pengekalan pengetahuan.&nbsp;<br><br></div><div>Berdasarkan dapatan-dapatan kajian yang lepas berkenaan pelbagai isu dalam pengajaran seperti <strong>penambahan Matematik Kewangan sebagai elemen baru dalam kurikulum pendidikan, persepsi pelajar terhadap Matematik, prestasi pentaksiran antarabangsa (PISA dan TIMSS) yang tidak memberansangkan, perincian kaedah pengajaran subjek </strong><strong><em>Matematik Pengguna: Pengurusan Kewangan</em></strong><strong> yang tidak lengkap, dan isu kompetensi tenaga pendidik</strong>, jelas menunjukkan keperluan penambahbaikan terhadap pengajaran Matematik Kewangan di kalangan guru pelatih di Institut Pendidikan Guru (IPG).<br><br></div><div>Selaras dengan itu, satu inovasi pembelajaran berasaskan penggunaan gamifikasi dalam pengajaran telah dicadangkan supaya menjadi salah satu alternatif yang dapat membantu meningkatkan pengetahuan dan pemahaman guru-guru pelatih terhadap tajuk Matematik Kewangan di IPG sebagai persediaan sebelum mereka ke luar ke lapangan sebenar.<br><br></div><div>&nbsp;<br><br></div><div>Objektif kajian ini termasuk:&nbsp;<br><br></div><div>1) Mengenal pasti keperluan membangunkan aplikasi pembelajaran berasaskan gamifikasi untuk kursus Matematik Kewangan di IPG.<br><br></div><div>2) Mengenal pasti reka bentuk dan kandungan pembangunan aplikasi pembelajaran Android berasaskan gamifikasi bagi kursus Matematik Kewangan di IPG.<br><br></div><div>3) Membangunkan aplikasi Android yang interaktif dan mesra pengguna yang menyepadukan elemen gamifikasi.&nbsp;<br><br></div><div>4) Menilai kebolehgunaan aplikasi pembelajaran Android berasaskan gamifikasi bagi kursus Matematik Kewangan dalam kalangan guru pelatih di IPG.<br><br></div>]]></description>
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         <title>About Myself - Shahrizad (906914)</title>
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         <title>HAKIMI_906824_Articles that relate to the Instructional Technology issues.</title>
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         <title>Hakimi_906824_Research Area in Instructional Technology</title>
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         <description><![CDATA[<div>Instructional technology is a multidisciplinary field that explores the design, development, and implementation of technology-based learning environments. It aims to enhance teaching and learning processes by leveraging various technological tools and resources. Research in instructional technology encompasses a wide range of topics and areas of study. Here are some key research areas within instructional technology:<br><br></div><ol><li>Learning Design and Instructional Strategies: This area focuses on designing effective learning experiences and instructional strategies using technology. Researchers explore pedagogical approaches, instructional models, and the use of technology to support and enhance teaching and learning.</li><li>Educational Technology Integration: This research area examines how technology can be effectively integrated into educational settings. It investigates the impact of technology on teaching practices, curriculum development, and student learning outcomes. Researchers explore strategies for successful technology adoption and implementation.</li><li>Game-Based Learning and Gamification: This area explores the use of games and gamification techniques to promote learning. Researchers investigate the design and integration of educational games, the impact of game-based learning on engagement and motivation, and the use of gamification elements in educational contexts.</li><li>Augmented Reality and Virtual Reality in Education: This area focuses on the use of augmented reality (AR) and virtual reality (VR) technologies in educational settings. Researchers explore the design and development of AR and VR applications, their impact on learning outcomes, and instructional strategies for effective use.</li><li>Mobile or m- Learning: With the proliferation of mobile devices, this research area focuses on leveraging mobile technologies to support learning anytime and anywhere. It examines the design and use of mobile applications, location-based learning, and context-aware learning environments.</li><li>Teacher Professional Development: This research area investigates how instructional technology can support the professional development of teachers. It explores strategies for integrating technology into teaching practices, teacher training programs, and the use of online platforms for professional learning communities.</li></ol><div><br>However, there are several other areas of study regarding educational technology because this field is very wide to explore.tq</div>]]></description>
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         <pubDate>2023-06-04 15:35:02 UTC</pubDate>
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         <title>5 Research Area in Instructional Technology - Shahrizad (906914)</title>
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         <description><![CDATA[<div>Instructional Technology is continuously evolving and changing at a rapid pace. Every year, many innovative tools and applications are being developed to improve and facilitate both the teaching and learning process. Here are some insights into potential research areas and trends which can help us stay ahead of the curve and improve our teaching methods :<br><br></div><div>&nbsp;<br><br></div><div>1. Artificial Intelligence in Education:&nbsp;<br><br></div><div>Exploring the applications of AI and machine learning techniques in areas such as personalized learning, intelligent tutoring systems, automated assessment, and learning analytics. Researchers are investigating the effectiveness and ethical implications of using AI in educational settings.<br><br></div><div>&nbsp;<br><br></div><div>2. Learning Analytics:&nbsp;<br><br></div><div>Researching the collection, analysis, and interpretation of educational data to inform decision-making and improve learning outcomes. This includes studying data-driven approaches to understand learner behavior, predict student performance, and provide personalized interventions.&nbsp;<br><br></div><div>&nbsp;<br><br></div><div>3. Educational Data Mining:&nbsp;<br><br></div><div>Educational data mining involves the application of data mining techniques to educational data to discover patterns, relationships, and trends. Researchers are using big data analysis to uncover hidden insights in educational datasets, such as identifying effective instructional strategies, understanding the impact of learning interventions, and detecting learning difficulties.<br><br></div><div>&nbsp;<br><br></div><div>4. Digital Online Assessment and Digital Badges:&nbsp;<br><br></div><div>This research area focuses on developing and evaluating online assessment methods, including automated grading, formative assessments, and the use of digital badges to recognize and validate learning achievements.<br><br></div><div>&nbsp;<br><br></div><div>5. Social Media in Learning<br><br></div><div>Different social media tools and platforms have unique features and affordances that impact learning experiences. Research explores the use of specific platforms such as TikTok, Twitter, Facebook, LinkedIn, or educational-focused platforms like Edmodo or Schoology. Studies investigate how different social media tools can support specific learning goals, disciplines, and learner preferences.<br><br></div><div>&nbsp;<br><br></div><div>These areas represent several ongoing research interests in instructional technology, but it's important to note that the field is continually evolving as new technologies and educational paradigms emerge.<br><br></div>]]></description>
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         <description><![CDATA[<div><strong>PEMBANGUNAN APLIKASI PEMBELAJARAN ANDROID BERASASKAN GAMIFIKASI UNTUK KURSUS MATEMATIK KEWANGAN DI IPG : SATU ANALISIS KEPERLUAN</strong></div>]]></description>
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