Abstract
This study reveals the outcome of the design and evaluation module using Interactive Whiteboard in the teaching and learning of Science in a Year Three classroom. The development process was based on Kristaf and Satran’s (1995) notion that information, interactive and presentation designs form the system of interactive learning. Besides, the design model by Dick and Carey (1990) describes that evaluation and the revision processes were directed concurrently. Two instructional technologists and content experts participated in assessing the efficacy of this module. It is concluded that the module supports interactive learning approaches. The module served as a pedagogical tool that seems to be a feasible solution to heightening the inquisitive learning of science and confidence of primary school children.
Highlights
The science curriculum at the primary level in Malaysia view children as those who can experiment, discover and solve logical problems
This study reveals the outcome of the design and evaluation module using Interactive Whiteboard in the teaching and learning of Science in a Year Three classroom
The development process was based on Kristaf and Satran’s (1995) notion that information, interactive and presentation designs form the system of interactive learning
Summary
The science curriculum at the primary level in Malaysia view children as those who can experiment, discover and solve logical problems. It is apparent that these teachers value the processes and concepts interaction in the teaching and learning of science This is hindered by their insufficient pedagogical knowledge of this subject. Researchers (Kaur & Rashid, 2012; Singh, Omar, & Anuar, 2010) disclosed that Interactive Whiteboard motivates students and engages them in the teaching and learning process They highlighted that students interact more actively in classrooms where technology is used effectively. The incorporation of digital-based activities with templates and images as well as making use of presentation tools in this Interactive Whiteboard software enhances the learning resources (Smart Technologies Inc., 2004). Such experiential learning does not take place in chalk and board method or even by using overhead projector
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