This study, which investigates ways to enhance students' creative writing skills in the Malaysian University English Test (MUET) writing task, utilised a mixed method design. It comprised two phases: Phase One consisted of an experimental group who was given a writing pre-test before playing the game Figure it Out! four times with only one level of game cards. The group then attempted a written post-test. The students showed a marginal improvement in their performance; pre-test =11.5172 (m) and post-test =12.3966 (m). These students in the structured interview expressed joy playing the game despite finding it somewhat challenging due to insufficient exposure to creative language expressions. Phase Two consisted of experimental and control groups. This phase incorporated three different levels of game cards. The students in the experimental group had the opportunity to play all three levels of the game. Students in both groups sat for the pre-and post-tests and participated in the written task individually or in small groups. Creative language expressions were taught in a conventional classroom setting for the students in the control group. The students from the experimental group, however, played Figure it Out! six times. The results indicated that both groups improved in their post-test scores; the control group scored average means of 16.1471 in the pre-test and 17.8095 in the post-test. However, the experimental group showed a significant improvement in the post-test (M=18.5294), p+.000 compared to the pre-test (M=16.1471). The students in the experimental group shared that the game (Figure it Out!) provided them the opportunity to use creative language expressions in the right context and setting.
Flipped classroom method with the infusion of interactive digital media into teaching and learning has altered instructional strategies in educational institutions. In this study, the flipped classroom method was conducted online using the ECOPRENEUR learning portal which can be reached at http://digitent.my/. The online learning platform was used to teach Principles of Entrepreneurship (ENT 600) over one semester. This study describes the use of a completely virtual flipped classroom which differs than a blended mode that involves online and face-toface meetings. Eighty-eight students took part in this study. Three instruments comprising survey, structured interview, and students' final grade for the subject were used to gauge students' perception and outcome of using the flipped classroom method in the ECOPRENEUR learning portal. The results show a positive response to the flipped learning using the ECOPRENEUR learning portal.
The aim of this study was to develop an interactive learning tool using computer with a view to enhance preschoolers’ reading ability in English class. This study adopted an action research methodology addressing the call for more authentic materials for preschoolers to sensitise their curiosity by using authentic objects. This study consisted of two phases; in phase 1, a teacher taught preschoolers basic reading skill by introducing letters and words via printed worksheets while in phase 2, the preschoolers learned the same content via computer. Twelve preschoolers (7 girls and 5 boys) and two teaching staff from Smart Reader Kids participated in this study. The results showed that computer-based learning activities created multi-trial opportunities without any negative interference to the preschoolers. This experiential learning that involved trial and error approach enabled preschoolers to learn independently and at the same time engage in fun-filled activities to self-regulate their learning. Classroom observation further indicated that the preschoolers enjoyed participating in the reading activities designed for them. The use of authentic photographs and visuals in the exercises were appealing and encouraged them to engage in meaningful communication with their peers. In addition, preschoolers displayed a high level of confidence during the lesson as the environment was encouraging without much intervention from the class teacher. This ultimately persuaded the preschoolers to give their own responses while creating opportunity for themselves to explore their own learning.
The integration of animation in higher learning institutions' teaching and learning process has become apparent as contemporary instructional materials are paramount to ensuring quality education. The current study aims to identify the students' perceptions of Animation in their learning environment in higher learning institutions in Malaysia. The researchers administered an online survey via Google form to a total of 275 undergraduates. Data elicited from the respondents were analyzed using a quantitative research approach. The findings indicated that most of the undergraduates had shown interest in using Animation in their classroom teaching and learning activities due to its effectiveness in facilitating learning. They found animations to be an efficient way to deliver and disseminate information, thus making their education more stimulating besides enhancing their knowledge of computer skills. The respondents further indicated that animation helped them understand a complex concept easily and made their presentations more appealing. Conversely, it was time-consuming for students to create the simplest animation. Besides, too much Animation on the page can be distracting. This study concludes with an overall discussion and recommendations for further study.
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