Title of The Study: Blended Learning Approach For Less Proficient Students Authors: Sarah Yusoff, Rohana Yusoff, and Nur Hidayah MD Noh Abstract
Title of The Study: Blended Learning Approach For Less Proficient Students Authors: Sarah Yusoff, Rohana Yusoff, and Nur Hidayah MD Noh Abstract
1. Submit at least 3 research abstracts with analysis on the various innovative program for slow
learners Ex: multi-media assisted instructions; peer- mediated instructions, modular instructions,
remedial instruction, MI, and others
2. Submit 3 video clips (with analysis) available on the internet re educational programs for slow
learners
Title of the Study: Blended Learning Approach for Less Proficient Students
Authors: Sarah Yusoff, Rohana Yusoff, and Nur Hidayah Md Noh
Abstract:
This article describes the implementation of blended learning in a higher education
institution by focusing on the less proficient students. Malaysia’s Ministry of Higher Education
has urged every university to introduce blended learning in their teaching and learning
processes as a new approach. Nevertheless, there are less proficient students who are hesitant,
less motivated, and face difficulty in associating learning with technological applications. Our
main purpose is to show how blended learning can be designed to suit the less proficient
students by first identifying their learning styles and then creating a motivating supportive
learning system through the use of teaching technology applications. The sample size for this
study is 64 business program students from four groups taking the course Introduction to
Statistics in two consecutive semesters. These are students who had to repeat a few subjects
including Introduction to Statistics as well as students who entered university with lower
qualifications and had to undergo one semester of booster certification program. Final
examination scores are used as a measure of students’ performance. Comparison using
examination marks scored is shown using independent t test, mean effect size, and Box and
Whiskers plot. Results showed noticeable difference in examination scores obtained by the
different groups of students. As a conclusion, while blended learning approach bears many
benefits, it has to be tailored to suit the different students’ cognitive levels as well as learning
styles.
Analysis:
According to Dziuban, Hartman and Moskal, 2004, “Blended learning should be viewed
as a pedagogical approach that combines the effectiveness and socialization opportunities of the
classroom with the technologically enhanced active learning possibilities of the online
environment, rather than a ratio of delivery modalities.” Simply put, blended learning approach
is an integrated instructional approach that combines face to face interactions within the
classroom and online activities.
The study made use of two approach of Blended Learning: (a) OBL (Original Blended
Learning), The blended learning module developed consists of three dimensions: face to face
(F2F) sessions, self-learning, and assessments. The total four contact hours per week is divided
into 2 hr F2F and 2 hr self-learning (a ratio of 50:50); (b) RBL (Redesigned Blended Learning),
technology applications, investigate learning styles, integrate videos and lecture notes,
proportion of F2F to self-learning (with open book quiz for every chapter). The approach was
almost the same, however RBL was more personalized for it utilized VAK (Visual Auditory
Kinesthetic) survey to determine inclinations of the participants. The latter was also more
dialogical since it has an activity for open book quiz so the participants were more drawn to
communicate with one another to process their thoughts. The results indicate that in general,
students in RBL module perform better than students in OBL module. This could be attributed
more on modifying the module based on identified learning preferences of the learners. As
quoted by Ignacio, “If I cannot learn the way you teach, will you teach me the way I can learn?”
Oftentimes students were just disinterested to learn (not because they can’t) because they find
the material, lesson, strategy irrelevant and meaningless for them. Making the teaching and
learning session more personalized could really ignite their enthusiasm to know more and can
improve well their academic performance. It has just to be personalized to fit well for them.
Analysis:
The program MENTOR is definitely an innovative program to help slow learners since we
are all aware that children in the 21 st century are digitally native. Investing on their interest with
technology will definitely help them thrive with their educational difficulties and transform them
to be more highly engaged with their lesson. It can lead learners for autonomy and to become
more self-directed learner for the program gives them the privilege of customizing background
colors so they are comfortable using the system and it also gives the child a sense of control of
what they are using by customizing the setting on their preferences. Another this good about
the program is the inclusion of tutor and parents which help to facilitate more their learning. It
keeps them on track of the student’s progress, thus allowing them to have an idea to provide
the essential intervention that might aide the student’s learning.
Title of the Study: DIGITAL GAMES - A MAGICAL LEARNING TOOL FOR SLOW LEARNERS
Authors: Dr. Paul Albert. A
Abstract:
The present article mainly focused on how digital or computer games act as a fruitful
learning tool for slow learners through game based learning. Also, it describes that among many
learning methods, game based learning is a suitable way using digital games for slow learners
especially for digital natives. In addition, the present article highlighted the educational benefits
and effectiveness of digital games. Further, it explores some digital games that can be used in the
educational context. Finally the present article suggested that the digital games can be used as a
tool in teaching and learning process for slow learners.
Analysis:
Even before the advent of technology, utilizing a game based instruction for learners
adds fun and excitement to the classroom. It turns a dull classroom into a lively one. How about
more if a game is infused with technology which is basically considered as the kingdom of
today’s generation? Undeniably, this will benefit the slow learners. It’s like the idea of
edutainment, students are being educated while being entertained which can definitely make
the learning atmosphere light and fun. Also, it was scientifically proven, that a relaxed mind can
learn better. Hence, utilization of digital games for slow learners can really aide their academic
performance.