TLM on-the-go: online-based instructional materials

Blaise, Ellyza Ezlyn and Hamzah, Fazlinda and Sharifudin, Mohd Azlan Shah (2023) TLM on-the-go: online-based instructional materials. International Exhibition & Symposium On Productivity, Innovation, Knowledge & Education. pp. 515-517. ISSN 9789672948568

Official URL: https://ispike.uitm.edu.my

Abstract

Gamification has emerged as a highly favored learning strategy among students due to its ability to empower learners, create a more relaxed environment for dealing with failure, and provide tangible evidence of their learning progress. While gamification yields benefit for learners across various contexts, its advantages are particularly pronounced in educational settings. With that, TLM On-the- Go: Online-based Instructional Materials is created as an initiative that delivers additional teaching and learning materials to English as a Second Language (ESL) teachers. Interactive slides and online quizzes designed based on Malaysia’s public school’s English syllabus are included in the materials and they are expected to assist teachers in generating student engagement. Other than that, the eeducational materials’ versatility allows the teachers to use them however they see fit and ultimately make their lesson plans more diverse. Teachers can use features such as point scoring, peer competition, team effort, score tables, immediate feedback, progress indicators, and social connection to generate engagement among students and help students to assimilate valuable learning and test their knowledge. TLM On-the-Go: Online-based Instructional Materials serves the needs of ESL teachers in Malaysia in terms of digital resources especially in online learning environment. This solution offers significant time-saving benefits for educators, as they no longer need to individually create quizzes aligned with their curriculum. Instead, a comprehensive collection of pre-designed quizzes and interactive slides are readily accessible, requiring only minimal investment to access tailored online quizzes that align precisely with their scheme of work. Overall, this innovative solution caters to the requirements of ESL instructors, providing them with the digital resources essential for effective online teaching and learning. By embracing gamification and leveraging the associated benefits, educators can enhance student engagement, promote active learning, and foster an enriched educational experience for their students.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Blaise, Ellyza Ezlyn
ellyzawork@gmail.com
Hamzah, Fazlinda
fazlinda_hamzah@uitm.edu.my
Sharifudin, Mohd Azlan Shah
azlanshah@uitm.edu.my
Contributors:
Contribution
Name
Email / ID Num.
Advisor
Said, Roshima
roshima712@uitm.edu.my
Chief Editor
Yusoff, Siti Norfazlina
fazlina836@uitm.edu.my
Subjects: T Technology > T Technology (General) > Technological change > Technological innovations
T Technology > T Technology (General) > Information technology. Information systems
Divisions: Universiti Teknologi MARA, Kedah > Sg Petani Campus
Journal or Publication Title: International Exhibition & Symposium On Productivity, Innovation, Knowledge & Education
ISSN: 9789672948568
Page Range: pp. 515-517
Keywords: Game-based, Online-based learning, Interactive, ESL teachers, E-education
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/127939
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