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Delivering Content Through Digital Technology In e-Learning














                               All these applications were reviewed in 2016 still been using until now. Another approach that engages students in



                               the  class  is  through  gamification.  Some  example  of  amazing  gamification  tools  in  the  market  is  Quizlet  Live,




                               Classcraft,  Plickers  and  Padlet  (BookWidget,  2017).  Learning  through  gamification  helps  students  to  engage




                               students in the subject matter while actively collaborate with all participant in the class as well.









                               Conclusion









                               Digital technologies that appropriately choose to adapt in a classroom environment such as an electronic tool,




                               blog, web-based, mobile and so on can play their primary role in enhancing students problem-solving skills and



                               provide a better learning experience. The integration of the learning model and technology enhance the learning




                               process  that  moreover  prepares  students  towards  the  need  and  requirement  of  the  21st  century.  However,




                               educators  can  not  avoid  increasing  their  knowledge  to  be  able  to  cope  with  digital  technology  to  prepare  the



                               students towards digital technology literacy. The education system should work together to foster educators to




                               enhance their skills to deliver the learning and teaching experience. Parents and students should understand and




                               put their trust together on the transforming of the new era of teaching and learning inline with the growth of



                               digital technologies to ensure that the future of classroom to become a reality.










                               REFERENCES









                               Anealka,  H.  (2018).  Education  4.0  Made  Simple:  Ideas  For  Teaching.  International  Journal  of  Education  and



                               Literacy Studies. 6. 92. 10.7575/aiac.ijels.v.6n.3p.92.










                               BookWidgets.  (Jan  15,  2017)  Gamify  Your  Classroom  with  These  5  Amazing  Edtech  Tools,  Youtube,



                               www.youtube.com/watch?v=Dml-8CIGxRM.









                               Carlee  Walker,  (Jul  31,  2016),  9  Useful  Apps  for  Educators.  Retrieve  from  Youtube  URL  at




                               www.youtube.com/watch?v=7Se2bY44UhY










                               Fisk, P. (2017). Education 4.0  the future of learn¬ing will be dramatically different, in school and throughout life.



                               Retrieved from http://www.thege-niusworks.com/2017/01/future-education-young-ev¬eryone-taught-together









                               Jonassen,  D.  H.,  &  Hung,  W.  (2008).  All  problems  are  not  equal:  Implications  for  problem-based  learning—




                               Interdisciplinary Journal of Problem-Based Learning, 2(2).









                               Jonassen,  D.H.  (2011).  Learning  to  solve  problems:  A  handbook  for  designing  problem-solving  learning




                               environment. New York, NY: Routledge.









                               Ministry of Education Malaysia (MoE), Malaysia Education Blueprint 2015-2025, (Higher Education), Ministry of




                               Education Malaysia, (2015).









                               Sky  Caves,  (Apr  16,  2019),  Learning  Technologist,  Transforming  the  Future  of  Education  (Through  advanced




                               technology), https://www.youtube.com/watch?v=aVWHp8FsV1w
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