Research in Education and Arts Practice (REAP@NAFA) Issue 2 - Pulses through the Pandemic

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Exhibition The Use of Designed Music in Learning

Research by Kong Shih Leng Janielyn

The use of digital tools in classrooms can be a form of pedagogical innovation. While there are concerns that digital devices can a distraction in class when used for personal entertainment and communication, the use of digital devices can supplement learning for the Generation Z students who easily multitask across various digital application and devices. For this study, specific designed music were created based on personality types. These, alongside the use of digital application, were implemented in a Design and Media class as creative stimulus for students. With this new teaching approach, we examine how technology can aid pedagogical innovation and enhance learning.

Developing Awareness of Talent Through Character- based Gamification

Research by Pek Siok Ee Anm

Character-based gamification for learning is the use of character avatar to represent a student in a gamified learning intervention. Existing research shows that gamified learning is beneficial towards students' social and behavioral aspects. However, the research on the effectiveness of character-based gamification and contribution to education were limited. This research investigates the potential and relevance of character-based gamification in relation to Design & Media students.

Is Quarter-Scale Patternmaking More Effective and Efficient than Full-Scale Patternmaking in Terms of Resource Consumption and Learning Outcome This research investigates the effectiveness and efficiency of teaching quarter- scale patternmaking to fashion students.

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Research by Chew Han Lim


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