Project 02: Integrating Computer Games in Education Through Teacher Professional Development and Pre-Service Training
INFORMATION
Date: 14 – 17 August 2006
Venue: Multimedia Lab 3, UPSI, Tg. Malim, Perak, Malaysia
Intended Participant: 89 students/pre-service teachers (Fourth Semester)
BACKGROUND
The future of learning technologies have become well-known and used by educators around the world. But most of these gadgets take place in schools, or to be precise, in the classrooms, where the teachers play important roles of the 21st century literacy and technology. Teachers must adopt (accept), adapt (settle in), and adept (skilful) some - may be all - the teaching and learning tools, from the agile technology such as blackboard, whiteboard, books, pencil and paper to the up-coming digital technology such television, projector, computer, and electronic games.
The central idea of this study is that “the tremendous contribution of these new technologies in the enhancement of learning in the classroom is the priority of teacher’s perception in supporting a wide range of teaching styles”. The study uses a multi-facet research methodology to collect and analyze quantitative and qualitative data from the potential participants.
EQUIPMENT USED
One computer lab (equipped with multimedia computers and Internet facilities) including desks arrangement, bench or general workspace.