Upload
others
View
0
Download
0
Embed Size (px)
Citation preview
E-LEARNING IN UPM
by : Centre for Academic Development (CADe)
THE ROLE OF LECTURERIN CONDUCTING VIRTUAL CLASS
1. Design teaching delivery
using the appropriate elements and applications.
2. Upload materials related to topic before
implementing virtual lecture.
3. Provide information on activities
in virtual class.
4. Conduct synchronous virtual class.
5. Conduct Asynchronous virtual class.
6. Mark student’s attendance based on
participation in virtual class.
7. Provide students with feedback
on activities and assessments in virtual class.
by : Centre for Academic Development (CADe)
Asynchronous
Synchronous
VIRTUAL CLASS TECHNIQUE
Synchronous virtual class takes place in real time.
Asynchronous virtual class not dependent on location and time
Lecturer uses teaching materials interactively and in real time.
• Student’s engagement • Dynamic learning• Instructional depth
Kelemahan• Uncertain schedule• Technical error may occur/
high Bandwidth
Teaching materials developed earlier and learning interaction not in real time.
• Flexible• Accuracy• Trustworthiness
Kelemahan• Not parellel • Unresponsive students
ADVANTAGES WEAKNESSES
ADVANTAGES WEAKNESSES
Online learning Direct delivery Teamwork Online chat
Gamification Forum Assessment Online learning
Other application
BigBlueButtonChat
ZoomGoogle MeetSkype
PutraBLAST & PutraMOOC Items
PutraBLAST & PutraMOOC Items
WebexSocrativeFormative
Other Applications
GamesForumH5P
Google ClassroomGoogle SiteFlipGrid
PadletOpen Learning
QuestionnaireFeedbackWorkshop
AssignmentQuiz
by : Centre for Academic Development (CADe)
INTERNET BANDWITH
*Lecturers are encouraged to conduct surveys of students' internet access before sharing in order
to plan for the development of virtual classes*Please check the internet bandwidth on relevant apps like Ookla and speedtest.tm
by : Centre for Academic Development (CADe)
MediumLow High
SPEE
DA
PP
SA
PP
RO
AC
HES
AC
TIO
N
Below than 1.5 Mbps 1.5 Mbps to 2.5 Mbps More than 2.5 Mbps
Group messaging (e.g., Whatsapp, Telegram)
PutraBLASTGamification apps (e.g., Quizizz, Kahoot)YouTube, FlipGrid, H5P
Virtual Conference (Big Blue Button, Zoom, Microsoft Team, Webex)Google suite (Doc, Slides, Drawing)
Micro learning (slide as pdf, voice note, image with caption, text messages)
• Presentation slide• Interactive content• Survey• Quiz• Collaborative activities
• all approaches of low and medium bandwidth
• Virtual conference
1. Choose a focused content to learning outcome and save as image. Write description as caption and upload.
2. Create Q&A activity.3. Respond to
students’ answers
1. Upload interactive learning content
2. Conduct collaborative activity
3. Create assessment using gamification apps
4. Respond to students’ answers
1. Conduct virtual conference using various functions Conduct collaborative activity
2. Create assessment using gamification apps
3. Respond to students’ answers
DEVELOPMENT OF DIGITAL MATERIALS
1Screen Recording(Screencast-o-matic, PowerPoint Recording, Quicktime, Camtasia)
Video Editing(VideoScribe, Powtoon, WeVideo)
Animation Video(Biteable, Powtoon, VideoScribe, Adobe Animation, GoAnimate)
Infographic(Canva, Piktochart, Adobe Illustrator, Animaker)
2
3
4Mind Map(Mind Meister, Popplet, Mindmup, coggle)5
6Video Bassed Quizzing(TedEd, EdPuzzle, H5P)
Augmented Reality(Blippar, Vuforia, HP Reveal, ZapWork)
Interactive Content (Nearpod, ThingLink,Insert Learning)
Scavenger Hunt(GooseChase, ActionBound, Scavr, Huntzz)
7
8
9
* Please visit http://learninghub.upm.edu.my/hub2/LearningTools for access to digital materials
development applications
by : Centre for Academic Development (CADe)