Browsing by Author "Norman, Helmi"
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- ItemOpen AccessAugmented Reality-based Learning using iPads for Children with Autism(2022-09) Adnan, Nor Hafizah; Norman, Helmi; Mohd Nordin, NorazahPCF10 Sub-theme: Inspiring Innovations // The Covid-19 pandemic outbreak forced early childhood programs to make a sudden switch to remote learning in response to the crisis. While technologies can facilitate seamless migration of face-to-face learning to a virtual platform, these rapid advancements are merely tailored for typical children, causing children with special needs, including children with autism, to be left behind. To date, the prevalence of children across the globe diagnosed with autism spectrum disorders (ASD) has been increasing. ASD refers to complex neurodevelopment disorders characterized by intellectual disability, language impairment, characteristic and repetitive behaviours, and difficulties with interaction and social communication. Some children with ASD are capable perform all learning activities, but most of them require substantial support to perform basic learning activities. Previous studies found that children with ASD have difficulty understanding spoken language, but they have a strong interest in visual objects. Most of their learning occurs through watching since a visual process produced better recall than auditory learning. In other words, the visual channel could be the best way to develop their cognitive abilities and enhance their spoken language capabilities. Augmented reality (AR) is a technology in which audio, visual, and text are superimposed on the real world using mobile devices. AR is a promising technology that could help children with ASD better understand the world around them, bridging digital and physical worlds. Hence, the purpose of this study was to design, develop, and evaluate an immersive learning environment using AR for children with ASD. This study applied the design and development research approach that involved analysis, design and development, implementation and evaluation. The AR involved aspects, such as attention and positive emotions, social interaction, facial expressions, nonverbal social cues, and vocabulary that are crucial in the design and development of learning for children with ASD. // Paper ID 8622
- ItemOpen AccessCognification in Education: Emerging Trends(2022-09) Kumar, Vivekanandan; Ally, Mohamed; Tsinakos, Avgoustos; Norman, HelmiPCF10 Sub-theme: Inspiring Innovations // Over the past decade, opportunities for online learning have dramatically increased. Learners around the world now have digital access to a wide array of corporate trainings, certifications, comprehensive academic degree programs, and other educational and training options. Some organizations are blending traditional instruction methods with online technologies. Blended learning generates large volumes of data about both the content (quality and usage) and the learners (study habits and learning outcomes). Correspondingly, the need to properly process voluminous, continuous, and often disparate data has prompted the advent of cognification. Cognification techniques design complex data analytic models that allow natural intelligence to engage artificial smartness in ways that can enhance the learning experience. Cognification is the approach to make something increasingly, ethically, and regulatably smarter. This paper highlights how emerging trends in cognification could disrupt online education. // Paper ID 5611
- ItemOpen AccessEnglish Language Teachers' Professional Competencies Enhanced through Online Gamified Learning using Classcraft(2022-09) Krishnan, Szarmilaa Dewie; Norman, Helmi; Yunus, Melor MdPCF10 Sub-theme: Inspiring Innovations // We live in the digital century with a rapid pace of technological innovation fascinated globally with Internet being the dominating call. It has resulted in integrating technologies using online learning which has evolved in recent years. Online learning has become popular because of its potential in providing more flexible access to content and instruction at any time, and any place. In tandem with the growth of online learning in teacher training and teacher education, the focus of this research is therefore, to highlight a fully online learning mode using an online gamified learning platform (Classcraft) to enhance teachers’ proficiency. The research question addresses to design and develop an online gamified learning for English language teachers. English language teachers need a certain level of proficiency in the language to serve as models for our students and provide them with valuable language input that can help them learn. Thus, the framework conceptualises the issue of proficiency being at the forefront for English language teachers, the Roadmap and professional competencies. According to The Roadmap 2015-2025, the current requirement of a minimum CEFR Level C1 for English language teachers in Malaysia is aimed at ensuring that teachers are able to teach effectively in the language classroom. For this reason, there is a need for all English language teachers to initiate their own learning. The method employed is design and development research design. The findings have portrayed online gamified learning has enhanced teachers’ competencies using Classcraft. // Paper ID 9852