This paper uses a descriptive approach to investigate the implementation of 21st-century classroom learning at the tertiary level. The action research observed the use of digital technology in a university’s “Week Without Walls” initiative. The purpose was to find out what activities were carried out in the “Week Without Walls” and how they were implemented in relation to 21st-century education learning. A total number of 17 lecturers’ teaching and learning activities were observed during a one-week university initiative of out-of-classroom “Week Without Walls” implementation. Lecturers were given directions to prepare their activities outside the classroom walls in any form or manner of their choice. The results showed that the majority of lecturers used digital technologies to carry out their activities during the week with the highest application being online learning and WhatsApp mobile sharing. This provided a strong indication that the possibilities of the use of digital technologies for teaching and learning are tremendous and highly recommended for the implementation of 21st-century classroom learning.
The use of augmented reality (AR) in education has changed the landscape of teaching and learning in the 21st century. AR has changed the presentation of learning materials that allows learning activities to be more interactive and rich in multimedia. AR has the potential to increase students’ engagement and motivation in learning. As such, it was incorporated in the design and development of a book for learning Report Writing. This study aims to examine students’ perception of the use of AR in the language classroom, identify the lecturers’ perception of the use of AR, and determine the advantages and disadvantages of the use of AR for the language classroom. The sample comprised 10 students and 7 lecturers from University Teknologi MARA Cawangan Negeri Sembilan. The data were analysed by using descriptive analysis. The findings indicate that the integration of AR in the Report Writing book had more advantages than disadvantages. The findings also suggest that integrating AR in the book had positive impacts not only in learning but also in permitting the production of a portable and environment-friendly book.
In the face of difficulties of teaching and learning due to the impact of Covid-19, online lessons have become vital. This has also affected the teaching of Mandarin as a foreign language at universities. Since Mandarin is considered as a difficult language to learn especially to non-native learners, teaching online has posted an even greater challenge to Mandarin language instructors. This study thus examines the use of a combination of platforms and applications online, customised to create an online learning system called ‘Pocket Mandarin’ to facilitate online Mandarin learning at the beginner level. The purpose is primarily to enable learning to take place in a fun and interactive manner by means of online flashcards, pronunciation, games and quizzes placed in an LMS platform called Padlet. To better understand how ‘Pocket Mandarin’ can effectively facilitate online teaching and learning among EFL basic learners at the tertiary level, a survey method was applied and it consisted of 5 parts which are students’ motivation, students’ attitude, cognitive development, design and interface as well as expectations. The results show that ‘Pocket Mandarin’ was positively accepted by the students who found the lessons motivating, upbuilding, cognitively applicable, with exceptional design and interface and was better than their initial expectations. Thus, there is great potential for the ‘Pocket Mandarin’ to be widely used at a greater scale.
Korean entertainment such as Korean dramas, Korean music and Korean fashion has become increasingly influential worldwide including Malaysia. This study intends to investigate the influence of Korean drama (K-drama) among Malaysian youths in terms of positive and negative influences. As K-dramas become a household name, it is important to find out if there are dangers to its influence and the type of influence it can have on youths today. The study was conducted using a quantitative online survey with a total of 49 respondents and analyzed using descriptive statistics. The results indicated that while there were both positive and negative influences of K-drama watching among Malaysian youths, the positive influence was higher than the negative influence which means that there was more positive influence than negative influence among Malaysian youths. Thus, the study recommends that K-drama watching be watched moderately with action taken to filter and select K-dramas that could influence negatively and endanger the thinking of youths.
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