10 Gambar Inovasi dalam Pendidikan
1. Augmented Reality (AR)

Augmented reality (AR)
allows students to be more interactive and interested in the class. AR is
evolving to become more cost-effective, accessible, effective, and necessary –
including in providing schoolchildren with the competencies and knowledge
needed to collaborate with others and advance in future careers. Designing
open-ended lessons that allow them to pursue their own interests is a strategic
factor that can increase their effectiveness and confidence in these areas. One
important reason is that taking ownership of projects increases a student’s
sense of responsibility and engagement with the material. AR can even blur the
distinction between textbook material and content created by educators or
students. This way, students are not bored as they are not looking at the
information through a textbook but are instead interacting with the world
around them to find the information. Like in the above picture, learning
anatomy would be more like inspecting a real life cadaver but with the
convenience of using a tablet.
2. E-Learning
Platform
Due
to the COVID-19 pandemic, students were forced into lockdown and learning from
home was necessary. Using applications such as Microsoft Teams, Google Meet and
Zoom, schools were able to provide a similar level of education for students if
they were also to learn face-to-face. This provided convenience for students
who had to travel far to reach their place of study. After schools and
universities were reopened, e-learning continues to provide benefit for
teachers and students alike. Now, a blend of online and face-to-face
interaction can be applied to provide the best convenience for both students
and lecturers. For example, without e-learning, some classes would be forced to
be cancelled due to circumstances, but with e-learning platforms, students are
less likely to miss class and not fall behind on their syllabus. For lecturers,
e-learning provides variety to their teaching styles. They may use the
platforms to teach students synchronously in real time using applications such
as Microsoft Teams or they may prepare their own recorded lecture notes
(asynchronous) to provide to students before the day of the class. This also
allows students to learn at their own pace and be more comfortable with their
education.
3. Interactive
Whiteboard
Interactive whiteboards
can combine multiple learning styles into one. Students can learn by seeing,
hearing, and interacting with the board. This accommodates more students who
learn and study differently from each other. Once teachers have learned
properly the usage on interactive whiteboards, they are more convenient to
maintain and use than a regular whiteboard. There is no need to use markers and
clean-up but instead teachers can set up a pen to easily highlight material.
These whiteboards are also connected to the internet which allows a richer
resource than a regular textbook. This way students can always get immediate
feedback after learning. This keeps students more engaged in the classroom and
they are less likely to get distracted while learning.
4. Gamification
Gamification in education
is when teachers apply elements of game design into their teaching methods to
better help students grasp subjects in school. Game design can be broken down
into categories such as action, social, mastery, achievement, immersion, and
creativity. When teachers use those elements and implement them into their
lessons, the education will be “gamified”. One of the most popular gamification
applications is Duolingo which is an app to help people learn different
languages. Duolingo has changed the way people approach learning a new language
for an all-in approach at making learning a language fun. Duolingo realised
that learning a whole new language can be a challenging task, so they
associated language classes with game-like tasks to help users truly retain
information. Gamifying the entire learning experience with points, badges,
learning streaks, social functions, rewards and more, helps build momentum and
motivation for users in their studies. Another example of gamification is using
Kahoot! in lectures to quickly test students on material that they just learned
in a fun and interactive quiz.
5. Artificial
Intelligence (AI)/Machine Learning (ML)
Implementing AI into education for
students can allow them a customisable and personalised form of learning. This
is also known as the Intelligent Tutoring System (ITS). An example of this is
Why2-Atlas. Why2-Atlas is an ITS that analyses students’ explanations of
physics principles. The students input their work in paragraph form and the
program converts their words into a proof by making assumptions of student
beliefs that are based on their explanations. In doing this, misconceptions and
incomplete explanations are highlighted. The system then addresses these issues
through a dialogue with the student and asks the student to correct their
essay. Several iterations may take place before the process is complete.
Another example is Active Math which is a web-based, adaptive learning
environment for mathematics. This system strives for improving long-distance
learning, for complementing traditional classroom teaching, and for supporting
individual and lifelong learning.
6. Research
Databases
University students require vast
amounts of information to perform their research regarding their own course of
study. Before the modern era, students would need to manually find information
through journal articles in libraries. This would consume a lot of time and students
may not always be able to find the accurate information required for their
research. Thus, nowadays, students have easy access to any database for any
topic that they want if they have a device which is connected to the internet. Students
can easily search using designated keywords to find the exact paper that they
want to find for their research.
Although VR mainly aims to be technology for entertainment, it can also be applied to education. Mainly, teachers can provide experiences to students which are unique, and they would never have seen otherwise. For example, VR can provide students with a virtual field trip to a country without needing to pay expensive travel costs. Teachers can provide students with more experience in the world. For usage in the classroom, VR keeps students engaged in the content and they even interact with the class in 3D instead of looking at a 2D whiteboard. In subjects such as history, students will be able to see ancient history with their own eyes instead of reading it through a textbook.
Digital Textbooks
Digital textbooks serve the same
function and purpose as regular textbooks, but it can be viewed through any
electronic device that you own and can even be easily transferred in between
them in pdf form. Digital textbooks allow students to obtain their required
textbooks and materials for class but at a much lower cost and convenience. Due
to their ease of use, students do not have to carry around multiple books at
once if they need to study elsewhere but instead just need a simple tablet that
they can carry anywhere. Digital textbooks also allow students to highlight the
material as well as draw or write on the book as they see fit without having to
worry about ruining the book as they can easily undo any mistake.
Massive Open Online Course (MOOC)
MOOC is an
open course which targets everyone and anywhere in the world as long as they
have open access to the web. This allows students from anywhere and any field
of study to learn variety of different subjects for free. This way students can
learn multiple soft skills which are separate from their own main course of
study. This can help improve job prospects for university graduates. Through
MOOC students may also prepare and familiarise themselves with a field of study
before delving deeper into it for a degree. MOOC is easily accessible to
everyone and is available in a variety of different languages. On top of that,
this enables people to achieve a high level of education at an affordable cost
and also an education that best fits their schedule.
Social Media
Social
media is undoubtedly prevalent in usage among the young generation. Therefore,
incorporating social media into educational purposes will be able to develop a
better connection with students nowadays. Through social media, students can
now easily contact their teachers after class if they have any questions,
further developing student-teacher bond. This allows students to be engaged in
learning and studying even outside of the classroom. Schools can easily share
information to students with their own social media accounts and disperse
information quickly regarding announcements. Examples of usage of social media
is using Instagram to highlight student’s success or provide inspirational
motivation to students. Another is using WhatsApp or Telegram groups to easily
share information regarding the subject. Institutions may also analyse data
from students from feedback through applications such as Google Forms, to find
out whether students are interested or not in the current subject and they may
provide feedback to the teachers anonymously.
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