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What is ?<br />

QR Code technology provides a lot of benefits for the technoliterate<br />

educator. There are many interesting open-source<br />

games-based educational tools that can be used to improve<br />

teaching and learning strategies nowadays, and eduQRation is<br />

introduce to provide more selections for educators to inspire<br />

them to be more creative inside and outside learning space.<br />

eduQRation is an assistive tool for educator to create an<br />

interactive QR Code-based games that can be used as learning<br />

material and learning strategy. QR code is used to perform<br />

real-time interactive response during learning process, which<br />

will provide multidimensional learning experience and<br />

strengthen the motivation to the “Digital Native” students.<br />

Gamification for Education Framework<br />

Extrinsic<br />

motivators<br />

withdrawn<br />

from game<br />

elements<br />

Feedback<br />

Layer<br />

Narrative<br />

Layer<br />

Contextual of<br />

knowledge<br />

through interactive<br />

narratives<br />

Layer of<br />

Motivation and<br />

Mobilization<br />

Development of intrinsic<br />

motivation in students<br />

Activities with<br />

short & long term<br />

goals<br />

Activities<br />

Layer<br />

Pedagogical<br />

Layer<br />

Pedagogical<br />

approaches<br />

used to<br />

develop the<br />

content<br />

Tomé, N., Junior, G. and Filho2, F. (2017)<br />

A conceptual framework for the application of gamification<br />

strategies in higher education.<br />

The Brazilian Society of Computation. Curitiba, Paraná,<br />

Brazil. p.665.<br />

Available at:<br />

https://www.sbgames.org/sbgames2017/papers/CulturaF<br />

ull/172344.pdf


6years<br />

running<br />

20<br />

14<br />

QR-based U-Learning<br />

in APU<br />

20<br />

13<br />

• QR IT Seek 2013<br />

20<br />

15<br />

• Sch Invasion 2014 @ Klang Valley<br />

• Sch Invasion 2014 @ Pekanbaru, Indonesia<br />

• QR IT Seek 2015<br />

20<br />

16<br />

20<br />

17<br />

20<br />

18<br />

• QR IT Seek 2016 (Logic)<br />

• QR IT Seek 2016 (Java)<br />

• QR Community Game for IYRES Community Enumerator<br />

• QR IT Seek 2017<br />

• QR IT Seek 2018<br />

Awards<br />

Gold Medal Award<br />

International University e-Learning Carnival<br />

(IUCEL) 2018<br />

International Research and Innovation<br />

Symposium and Exposition 2018<br />

International University e-Learning Carnival<br />

(IUCEL) 2017<br />

Silver Medal Award<br />

Malaysia Private Higher Educational<br />

Institutions Design and Innovation<br />

Competition 2018


QR<br />

dice<br />

Students join the game<br />

session by scanning<br />

the QR code. Minimum<br />

2 player per game.<br />

Students will take turn<br />

scanning QR Dice. Each QR<br />

on the dice representing<br />

random questions.<br />

The most<br />

point scored<br />

player win!<br />

Student need to solve the<br />

question appeared on mobile<br />

phone. Score will be awarded<br />

based on correct answers.<br />

QR<br />

games<br />

Students need to<br />

form minimum 2<br />

members per group<br />

Student will take<br />

turn to scan all QR<br />

code on paper<br />

The most point<br />

scored team within<br />

shortest period win!<br />

Student will take turn<br />

to solve the question<br />

appeared on the<br />

mobile phone


QR<br />

puzzle<br />

Copy the shared QR<br />

Code into<br />

Presentation Tool<br />

Share with<br />

students in class<br />

Student who revealed<br />

the encoded information<br />

within shortest period<br />

will be rewarded.<br />

Student need to scan the<br />

Shared QR Code to solve the<br />

questions to reveal the encoded<br />

information in another QR code<br />

QR<br />

treasure hunt<br />

Hide the QR codes<br />

based on the clues<br />

created<br />

Student need to solve<br />

the clues by finding and<br />

scanning the QR Codes to<br />

answer the questions<br />

Student who answered<br />

highest number of<br />

questions correctly within<br />

shortest period win!<br />

Student solve the<br />

questions and write<br />

the answers in<br />

answer sheet


Publications<br />

Abstract<br />

Mohamad Firdaus Che Abdul Rani, Vinothini Kasinathan, Nor Azlina<br />

Abdul Rahman, “eduQRation: An Internet of Things Based<br />

Application to Improve Digital Natives Learning Experience”,<br />

Manuscript submitted for publication, October 2018.<br />

The Internet of Things (IoT) is a paradigm that is transforming computing. IoT in<br />

combination with game based learning offers new possibilities to improve<br />

teaching and learning. QR code technology provides a lot of benefits for the<br />

techno-literate educator. Besides the fact that most student familiar with mobile<br />

phone that can read QR code in seconds, they also often have access to<br />

computer in their educational institution or even at home. Students will not be<br />

disturbed by a technology that they have probably used outside educational<br />

institution already. On the contrary, they are likely to get excited at the prospect<br />

of opening encoded information stored in the QR code after solving some<br />

questions. In this paper, QR code is used to perform real-time interactive<br />

response during learning process, which will provide multidimensional learning<br />

experience and strengthen the motivation to the “Digital Native” students.<br />

Abstract<br />

Nor Azlina Abd Rahman, Vinothini Kasinathan, Rajasvaran<br />

Logeswaran, Nurwahida Faradila Taharim, “Edutainment for<br />

Effective teaching and Learning of Digital Natives”, International<br />

Journal of Soft Computing and Engineering (IJSCE), ISSN: 2231-<br />

2307 ,Volume-7 Issue 1, March 2017.<br />

This paper studies an effort to enhance the teaching and learning of Digital<br />

Natives (ages below 36 years old or born after the year 1980). It explores the<br />

concept and current meaning of Edutainment with a focus on a game called QR<br />

IT Seek, developed with consideration of the specific characteristics of Digital<br />

Native learners who are the future workforce of a nation. The paper endeavours<br />

to respond to the demands of the Digital Natives who are distinctly different<br />

from the previous generations. The pressure exists for teaching and delivering<br />

concepts to the younger generation due to these characteristics. Hence, it is<br />

vital for educators of higher learning to develop innovative methods of teaching<br />

tertiary education materials and rediscover the concept and application of<br />

Edutainment. The need for this study and its findings is enhanced because<br />

without attention given to the specific needs of these students at institutions of<br />

higher education today, there would be significant impact on the achievement of<br />

learning outcomes and result in long term global consequences in this<br />

borderless world.


Nor Azlina Abd Rahman, Vinothini Kasinathan, Rajasvaran<br />

Logeswaran, Nurwahida Faradila Taharim, “QR IT Seek: A<br />

Conceptual Model for Teaching and Learning Digital Natives via a<br />

QR Code Edutainment Game”, International Journal of Engineering<br />

and Advanced Technology (IJEAT)’ ISSN: 2249-8958, Volume-6 Issue<br />

3, February 2017<br />

Abstract<br />

The goal of teaching and learning activities is to for the target recipient to<br />

achieve the learning outcomes. As the Digital Natives generation is being<br />

brought up in a much more sophisticated technologically advanced world, the<br />

aptitude and requirements in their studies have changed. More interactive and<br />

fun learning, out of the classroom setting, is desired. This paper proposes a<br />

conceptual framework for edutainment and reports on a primary study on a<br />

developed QR IT Seek game. The primary study, results and analysis would aid in<br />

further improvements and adaptation of such activities to improve the teaching<br />

and learning performance of the Digital Natives.<br />

Abstract<br />

Vinothini Kasinathan, Nor Azlina Abd Rahman, Mohamad Firdaus<br />

Che Abdul Rani, “Approaching Digital Natives with QR Code<br />

Technology in Edutainment. A case Study: QR Technology in APU<br />

Campus Area”, International Journal of Education and Research<br />

Australia (IJER), ISSN: 2201-6740, Volume-2, No.4, April 2014.<br />

The knowledge of how to use digital technology is easily available. It is time for<br />

more educators to change, adapt and utilize modern technologies to engage<br />

their students in the creative adventure of education, so the students are<br />

intrigued and enthusiastic participants rather than reluctant, passive,<br />

unprepared-for-the-world learners. This paper will describe an ongoing attempt<br />

to encourage student interaction game through the use of quick response (QR)<br />

code. Asia Pacific University (APU) is looking forward to become the first<br />

university in Malaysia to exploit the full and future capability using QR code<br />

technology in the campus environment. APU decided to implement QR codes in<br />

their education and campus environment as their aim is to develop interesting<br />

and effective teaching and learning environment where the students will involve<br />

in activities rather than just sitting and listening to the lecture in the classroom.<br />

Besides that APU is trying to implement edutainment in its education as one of<br />

the ways to improve teaching methods by implementing varies way of teaching<br />

environments. Digital natives students they prefer to view visuals, videos, games<br />

etc. In other word they prefer something which is interactive and hands-on that<br />

able to make learning more effective. Based on the feedback given by the<br />

students for QR IT Seeks Competition, We believe that this method able to make<br />

learning process become more fun, interesting and effective.


www.eduqration.com<br />

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