EFFECTIVENESS OF BLENDED ACTIVE LEARNING FRAMEWORK USING BRING YOUR OWN DEVICE LEARNING (BYODL), PROJECT BASED LEARNING (PPBL) AND GAMIFICATION LEARNING (GL).

Azana Hafizah Mohd Aman, Rosilah Hassan, Wahiza Wahi, Hasimi Sallehuddin, Abdul Hadi Azman

Abstract


Active learning commonly entails learning techniques that engage students in the learning process. Two important elements of active learning are student activity and student engagement. The objective of this paper is to establish the effectiveness of an Active Learning framework based on multiple approaches to increase student engagement. This research utilizes three techniques that were blended together to optimize the effect of the three important elements of active learning, which are Bring Your Own Device Learning (BYODL), Project Based Learning (PPBL) and Gamification Learning (GL). At the start of the PPBL active learning process, students were grouped in five to six team members and each group was given a specific project to be submitted towards the end of the semester. All assignments were uploaded in the I-Folio system for easy references. For the purpose of continuous BYODL and GL learning, students were given online attendance with QR code scan and questions from previous lessons via Google form at the beginning of each lesson to promote active learning. During the lesson, students were given short quizzes via Kahoot application and PBL question with snapshot answers via Google form and I-Folio assignment system. The results show that these techniques were found to be effective in increasing students’ engagement and involvement in active learning.  In conclusion, the framework that blends three approaches together has effectively optimized active learning with more than 90% students’ engagement rate and have proven to be constructive to boost students’ engagement and involvement in active learning.


Keywords


Active Learning, Blended learning, Learning Management System

Full Text:

PDF

References


Du, Hua, and Xiaoqing Gu. "Exploring a blended mobile learning environment to develop students' scientific inquiry skills in science museums." International Journal of Smart Technology and Learning 1, no. 4 (2019): 310-322.

Ismail, A., & Sarina, U. (2018). The User Requirements of Gamification in Mobile Learning to Enhance Motivation. Journal of Telecommunication, Electronic and Computer Engineering, 105-111.

Johari, Zaharah, Azmahani Abd Aziz, M. Fairus M. Yusoff, Effiyana Ghazali, and Fatin Aliah Phang Abdullah. "Improvement Of Non-Electrical Engineering Student Knowledge Content And Motivation To Learnt Electronic Circuit And System Through Implementation Of Hands–On Learning." Asean Journal of Teaching and Learning in Higher Education (AJTLHE) 12, no. 1 (2020).

Khaleel, F. L., Ashaari, N. S., Tengku Wook, T. S. M., & Ismail, A. (2017). Methodology for Developing Gamification-Based Learning Programming Language Framework. 6th International Conference on Electrical Engineering and Informatics (ICEEI), 1-6.

Khaleel, F. L., Ashaari, N. S., Tengku Wook, T. S. M., & Ismail, A. (2015). User-enjoyable learning environment based on gamification elements 2015 International Conference on Computer, Communication, and Control Technology (I4CT 2015) 221-225.

Khaleel, F. L., Ashaari, N. S., Tengku Wook, T. S. M., & Ismail, A. (2016). Gamification Elements for Learning Applications International. Journal on Advanced Science, Engineering and Information Technology, 868-874.

Kim, Eunsik, Ling Rothrock, and Andris Freivalds. "An empirical study on the impact of lab gamification on engineering students' satisfaction and learning." International Journal of Engineering Education 34, no. 1 (2018): 201-216.

Marinensi, Giada, Marc Romero Carbonell, and Carlo Maria Medaglia. "Combining Gamification and Active Learning in Higher Education." In International Conference on Human-Computer Interaction, pp. 292-296. Springer, Cham, 2020.

Ramadhani, Rahmi, Rofiqul Umam, Abdurrahman Abdurrahman, and Muhamad Syazali. "The effect of flipped-problem based learning model integrated with LMS-google classroom for senior high school students." Journal for the Education of Gifted Young Scientists 7, no. 2 (2019): 137-158.

Ruslai, N. R., & Salam, A. (2016). PBL Triggers in Relation to Students Generated Learning Issues and Predetermined Faculty Objectives: Study in a Malaysian Public University. Pakistan Journal of Medical Sciences.1 -5.

Snyder-Renfro, Carrie. "Let Me Off This Leash So I can Doodle: Applying Fun Theory Through Gamification to Increase Motivation and Cause Transformational Learning." Journal of Transformative Learning (2020).

Yeop, Y., Othman, Z. A., Abdullah, S.N.H.S., Mokhtar, U.A., Fauzi, W.F., & Omar, N. (2018). Key Factor Impementating BYOD at Schools. Cyber Resilience Conference 2018.


Refbacks

  • There are currently no refbacks.


Index