Lee Hoi Yeh, Wong Yoke Seng, Norzuraina binti Mohd Nor, Mohd Zahuri bin Khairani, Wong Mee Juan
{"title":"在脚手架式协作学习环境中,通过游戏化增强的虚拟学习改变学习者的学习体验","authors":"Lee Hoi Yeh, Wong Yoke Seng, Norzuraina binti Mohd Nor, Mohd Zahuri bin Khairani, Wong Mee Juan","doi":"10.35609/gcbssproceeding.2023.1(120)","DOIUrl":null,"url":null,"abstract":"The traditional education system is more teacher-centred, too passive and the effect is less satisfactory in the aspect of students' knowledge development (Odukoya & Fapohunda, 2019). Activity-based learning activities are important to help students understand various challenges in the real world in the provided learning environment. Yuliani and Lengkanawati (2017) argued that the involvement of learners in hands-on activities is a more meaningful source of knowledge compared to a source of knowledge that is only acquired theoretically through lectures and referring books. In the philosophy of constructivism, it is also emphasized that learners' knowledge can be built themselves through the experiences in their learning process (Knapp, 2019). Accordingly, the Industrial Revolution 4.0 is emphasized in the education sector as a necessity to produce a workforce that can meet the needs of the job market. According to the Malaysian Education Plan (PPPM 2013-2025), one of the aspirations from the plan is to rapidly catalyse technical and vocational education training in order to produce a highly skilled and adaptable workforce that is innovation, creative and competitive. Art is the key to creativity. The production of artwork allows children to explore opportunities and is not like other subjects to determine probability (Roy, 2019). However, like many other Southeast Asian countries, there are several challenges and problems that need to be addressed to increase competitiveness with socio-economic globalization (Grigorenko, 2019). Visual Arts Education at school seems to be neglected and does not get the same emphasis as the core subjects such as language, Science and Mathematics (Wahid, Bahrum, Ibrahim & Hashim, 2017). Keywords: Gamification-Enhanced, Virtual Learning, Scaffolding Collaborative Learning Environment","PeriodicalId":143319,"journal":{"name":"Global Conference on Business and Social Sciences Proceeding","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Transforming Learners' Learning Experience through Gamification-Enhanced Virtual Learning within a Scaffolding Collaborative Learning Environment\",\"authors\":\"Lee Hoi Yeh, Wong Yoke Seng, Norzuraina binti Mohd Nor, Mohd Zahuri bin Khairani, Wong Mee Juan\",\"doi\":\"10.35609/gcbssproceeding.2023.1(120)\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The traditional education system is more teacher-centred, too passive and the effect is less satisfactory in the aspect of students' knowledge development (Odukoya & Fapohunda, 2019). Activity-based learning activities are important to help students understand various challenges in the real world in the provided learning environment. Yuliani and Lengkanawati (2017) argued that the involvement of learners in hands-on activities is a more meaningful source of knowledge compared to a source of knowledge that is only acquired theoretically through lectures and referring books. In the philosophy of constructivism, it is also emphasized that learners' knowledge can be built themselves through the experiences in their learning process (Knapp, 2019). Accordingly, the Industrial Revolution 4.0 is emphasized in the education sector as a necessity to produce a workforce that can meet the needs of the job market. According to the Malaysian Education Plan (PPPM 2013-2025), one of the aspirations from the plan is to rapidly catalyse technical and vocational education training in order to produce a highly skilled and adaptable workforce that is innovation, creative and competitive. Art is the key to creativity. The production of artwork allows children to explore opportunities and is not like other subjects to determine probability (Roy, 2019). However, like many other Southeast Asian countries, there are several challenges and problems that need to be addressed to increase competitiveness with socio-economic globalization (Grigorenko, 2019). Visual Arts Education at school seems to be neglected and does not get the same emphasis as the core subjects such as language, Science and Mathematics (Wahid, Bahrum, Ibrahim & Hashim, 2017). Keywords: Gamification-Enhanced, Virtual Learning, Scaffolding Collaborative Learning Environment\",\"PeriodicalId\":143319,\"journal\":{\"name\":\"Global Conference on Business and Social Sciences Proceeding\",\"volume\":\"57 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Global Conference on Business and Social Sciences Proceeding\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.35609/gcbssproceeding.2023.1(120)\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Global Conference on Business and Social Sciences Proceeding","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35609/gcbssproceeding.2023.1(120)","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
传统的教育体制以教师为中心,过于被动,在学生的知识发展方面效果不理想(Odukoya &;Fapohunda, 2019)。基于活动的学习活动对于帮助学生在提供的学习环境中理解现实世界中的各种挑战非常重要。Yuliani和Lengkanawati(2017)认为,与仅通过讲座和参考书籍理论上获得的知识来源相比,学习者参与实践活动是更有意义的知识来源。在建构主义哲学中,也强调学习者的知识可以通过学习过程中的经验来构建自己(Knapp, 2019)。因此,教育领域强调“工业革命4.0”是培养符合就业市场需求的劳动力的必要条件。根据马来西亚教育计划(PPPM 2013-2025),该计划的愿望之一是迅速促进技术和职业教育培训,以培养具有创新、创造力和竞争力的高技能和适应性强的劳动力。艺术是创造力的关键。制作艺术品可以让孩子们探索机会,而不像其他科目那样确定概率(Roy, 2019)。然而,与许多其他东南亚国家一样,为了提高社会经济全球化的竞争力,需要解决一些挑战和问题(Grigorenko, 2019)。学校的视觉艺术教育似乎被忽视了,没有像语言、科学和数学等核心科目那样得到同样的重视(Wahid, Bahrum, Ibrahim &哈,2017)。关键词:游戏化增强,虚拟学习,脚手架式协作学习环境
Transforming Learners' Learning Experience through Gamification-Enhanced Virtual Learning within a Scaffolding Collaborative Learning Environment
The traditional education system is more teacher-centred, too passive and the effect is less satisfactory in the aspect of students' knowledge development (Odukoya & Fapohunda, 2019). Activity-based learning activities are important to help students understand various challenges in the real world in the provided learning environment. Yuliani and Lengkanawati (2017) argued that the involvement of learners in hands-on activities is a more meaningful source of knowledge compared to a source of knowledge that is only acquired theoretically through lectures and referring books. In the philosophy of constructivism, it is also emphasized that learners' knowledge can be built themselves through the experiences in their learning process (Knapp, 2019). Accordingly, the Industrial Revolution 4.0 is emphasized in the education sector as a necessity to produce a workforce that can meet the needs of the job market. According to the Malaysian Education Plan (PPPM 2013-2025), one of the aspirations from the plan is to rapidly catalyse technical and vocational education training in order to produce a highly skilled and adaptable workforce that is innovation, creative and competitive. Art is the key to creativity. The production of artwork allows children to explore opportunities and is not like other subjects to determine probability (Roy, 2019). However, like many other Southeast Asian countries, there are several challenges and problems that need to be addressed to increase competitiveness with socio-economic globalization (Grigorenko, 2019). Visual Arts Education at school seems to be neglected and does not get the same emphasis as the core subjects such as language, Science and Mathematics (Wahid, Bahrum, Ibrahim & Hashim, 2017). Keywords: Gamification-Enhanced, Virtual Learning, Scaffolding Collaborative Learning Environment