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ICT - Tool or Object?. Tay Lee Yong – Beacon Primary School A/P Lim Cher Ping – Edith Cowan University, Australia Abu Naeem & Tan Pau Cheng – River Valley Primary School. Overview/Background.
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ICT - Tool or Object? Tay Lee Yong – Beacon Primary School A/P Lim Cher Ping – Edith Cowan University, Australia Abu Naeem & Tan Pau Cheng – River Valley Primary School
Overview/Background • Re-engagement of academically at-risk students with a 3D Multi-User Virtual Environment (MUVE) in an after-school programme • Game-like Elements such as avatars, 3D environment, reward system, and digital artefacts • Improvement of academic performance
Why QA after-school programme Evidences from research studies • After-school programme can be effectively used to engage students in school related work • Students are attracted to video games • QA processes certain game-like elements • Learning environments that are nurturing and supportive develop students’ sense of confidence and self-determination
Implementation of the QA programme • After-school Programme (after-school hours) • Part of the school’s remediation programme • Weakest students of the Primary 5 cohort (14 students – both boys and girls) • Basic deliverable is to improve students’ academic performance
Outcomes of the QA after-school programme • Students more engaged in their learning and especially in the learning of ICT related skills • No significant difference in academic performance • Programme started off with irregular attendance (74%, 84%, 85%, 89% from Term I to Term IV) • Attendance improve gradually over the weeks and attracted other Primary 5 students • Role of ICT has to go beyond the role of a mediating tool • Cultural-Historical Activity Theoretical (CHAT) framework adopted for the analysis of this programme
Cultural-Historical Activity Theory • Object-orientedness - All human activities are directed toward their objects • Internalization-externalization - With mental processes versus external behavior and inter-psychological versus intra-psychological • Mediation - Given the interaction between people and their environments, the principle of tool mediation plays a central role in Activity Theory • Development - Activity Theory proposes that human interaction with reality should be analyzed in the context of development
Motivation of Students for the after-school programme • Attendance rate of students improved gradually over the year-long after-school programme • Teacher as the authority figure to enforce the rules during the initial phase of programme • Students were not automatically motivated and attracted to the after-school programme as well as the QAMUVE
Disturbances • Tools: • Computers & other Technological Peripherals • QA MUVE • Outcome: • Attendance at the QA after-school programme • Non-attendance at the QA after-school program Object: To attend or not to attend the after-school programme Subject: Students • Rules: • Selected students to attend the QA after-school programme • Behave according to the expectations of the teachers, parents, and the school to complete quests that were assigned Division of Labour: • Community: • Teachers • Parents • School • Peers
Engagement of Students on Quests • Students not automatically attracted to Quests • Of the 19 Quests assigned by the teachers, students attempted an average of 9.6 Quests, and an acceptance rate of 4.6 Quests. • Students engaged with the 3D environment (avatars), lumins, cols, and digital artefacts, etc. • Students also engaged with their favourite Internet sites.
Disturbances • Tools: • Computers & other Technological Peripherals • QA MUVE Object: To attempt or not to attempt the quests • Outcome: • Engagement in non-academic related online fun & games • Engagement in academic related quests Subject: Students • Rules: • Rules & expectations of the school to attend the after-school programme • Rules & expectations of the after-school programme teachers to do quests • Community: • Teachers • Parents • School • Peers Division of Labour:
Disturbances • Tools: • Computers & other Technological Peripherals • QA MUVE • Outcome: • Access favourite Internet sites & explore QA’s 3D Space • Submission of quests to earn lumins & cols to change their avatars, luminate, and exchange for digital artefacts within the QA MUVE Object: QA 3D space, collection lumins, cols, & digital artefacts Subject: Students Division of Labour Community Rules
Main Findings / Learning Points • Importance of the Teacher • Motivation of the Students towards the QA programme • Importance of Social Mediators (Engestrom, 1999) • Intrinsic and Extrinsic Motivation (Lepper & Henderlong, 2000) • Is QA a tool or an object? (Engestrom & Escalante, 1996) • Engagement is paramount to learning success (Herrington, Oliver, & Reeves, 2003) • Elements that enhance Students’ learning attitude (Lim, 2004)
Issues • MUVE – costly? • Engaging elements – challenge, curiosity, control, fantasy, competition, cooperation, recognition (Malone & Lepper, 1987) • Games or Game-like Learning Environment is Schools? • Iterative approach (action research approach) • ICT – a tool or an object?
What’s next? • RSVP (Retired Senior Volunteer Programme) • After-school programme for students with social-behavioural problems • Useful as a tool to engage the students • English ENABLE programme • Enhance students’ engagement in writing tasks • Integration of ICT into the teaching and learning
Thank You! Tay Lee Yong – Beacon Primary School tay_lee_yong@moe.edu.sg; tay.leeyong@bcps.sg A/P Lim Cher Ping – Edith Cowan University, Australia c.lim@ecu.edu.au Abu Naeem & Tan Pau Cheng – River Valley Primary School abu_naeem_b_hairon@moe.edu.sg, tan_pau_cheng@moe.edu.sg