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www.eduqration.com
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withdrawn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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