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MEP3013

GROUP C

TITLE: THE LIFE OF BRAIN

LECTURER’S NAME: DR. JAMILAH BINTI HAMID

NAME NO. MATRIC


MOHAMMAD AZRI BIN PERISIBEN D20161072577
MUHAMMAD HAKIMI BIN MASTOR D20161072569
MUHAMMAD DANIAL ALKASHAH BIN MD D20161072647
SHAHBUDIN
MUHAMMAD AFWAN BIN BAHARIN D20161072553
MOHAMMAD ZUL ISYRAF BIN ANUAR D20161072574
1.0 INTRODUCTION

Brain can be consider as one of the most complex organ in human body, in which some of
its anatomy still remain a mystery to human even when there is an extensive research has
been done in trying to understand it. For the most part, even trying to understand the
already known information can be quite hard because the info are too much to take in, it is
even harder for the young who want to learn more about brain even on the basic level.
Thus, this project conducted in trying to tackle this problem. The development of this
courseware are focusing in conveying the information of brain anatomy in an interactive
2D graphic in hoping to capture more attention and raise interest for the young learners. It
is also to organize the information in a way it’s easier to understand. And lastly, a quiz
game will also be provided to test understanding in a fun way.

2.0 METHODOLOGY

2.1 ISD ADDIE and RAD model

RAD model are chosen for the courseware development because it emphasizes user to
participate as part of the development process which is vital especially to develop a
courseware that will be used by hundreds k if not millions students and will impact their
understanding of a particular knowledge, specifically our brain anatomy, a slight
mistake will affect many things disastrously. We also integrate the Addie model
because we are going to develop a courseware and targeting the constructivism (part of
taxonomy model)

Rapid Application Development (RAD)

Rapid application development (RAD) is an agile project management strategy popular


in software development. The key benefit of using RAD approach in creating the
courseware is the fact that it is a fast project turnaround, making it practical choice for
development in a fast-paced environment. It consist of 4 phases requirement planning,
user design rapid construction and cutover
Analysis, Design, Develop, Implement and Evaluate model (ADDIE)

Also one of the instructional design methodology used in ensuring the courseware
development are well organized and streamline the development process. For this
courseware ADDIE model would be the main part in realizing the courseware from the
analysis phases to the designs phases.

2.1.1 Analysis

2.1.1.1 Instructional goals

The goals that has been set for this project is to ensure that the

“User will understand brain anatomy”. Objective for using the courseware also
has been specified which is:-

 the learners will be able to label brains parts.


 The learners will be able explain the brain functionality.
 The learners will be able model the brain structure

2.1.1.2 Learner Analysis

The target user for this project will consist of those who are already in high
school which from age of 13 to 17 years old. User at this age will already have
the proper knowledge of language reading ability, and computer literacy skill
also understanding an abstract concept. This will be needed in using the
developed courseware due the functionality of the software require such
knowledge.

2.1.1.3 Instructional Analysis

The way the courseware are developed are focused in archiving the objective
of the usage. The courseware will present an interactive graphical image of a
brain anatomy in which the user will be able to interact by selecting which part
of the brain they want to know. A way to test each knowledge will also be
provided in the courseware, which will be presented in a form of quiz game.
The quiz game have two ways to conduct either doing it individually or group
competition. The platform that will be used is a mobile phone to make it a
portable and easier to use.
2.1.2 Design

2.1.2.1 Learning strategy


 Adapting to learning styles or multiple intelligence

The cognitive theory of multiple intelligences posits that students learn,


remember, perform, and understand in different ways. The courseware
developed will present all the necessary information in an interactive 2D
graphical image which will also include an information on the brain part
functionality and some of it’s short facts. As a cognitive theory, learning
styles or multiple intelligences is controversial but has proved useful to
classroom teachers in fostering different interests, providing variety and
differentiation in instruction, and developing the whole student.

 Quiz

Quiz is very important in learning strategy because the quiz will show
the weakness of the student. Which is why the courseware developed
will also include a quiz game that will test the learner’s new knowledge
regarding the brain, it will consist of a single player mode and a versus
mode ensuring that the courseware will be fun to use. Quiz also can help
student more understand what they learn example they will learn about
the part of human brain. The student can review what they learning from
courseware. The goal of the quiz technique are to detect student-
language knowledge, to encourage students to think creatively,
innovatively, logically and critically, to encourage students to compose
and describe the material taught.

 Visual Learning Style

Often referred to as the spatial learning style, is a way of learning in


which information is associated with images or graphics. This learning
style requires that learners first see what they are expected to know. For
example, the color of the brain. The courseware will use different color
to represent the different part of the brain. Colored are also a good tool
for visual learners, and will help keep their attention when using
courseware.

 Blended learning

Blended learning is an education program (formal or non-formal) that


combines online digital media with traditional classroom methods. It
requires the physical presence of both teacher and student, with some
elements of student control over time, place, path, or pace. It represents
a much greater change in basic technique than simply adding computers
to classrooms; it represents, in many cases, a fundamental change in the
way teachers and students approach the learning experience. Blended
learning has three primary components, in-person classroom activities
facilitated by a trained educator, Online learning materials, often
including pre-recorded lectures given by that same instructor and
Structured independent study time guided by the material in the lectures
and skills developed during the classroom experiences.

2.1.2.2 Learning Theory

Cognitive Learning Theory explains that the brain is the most incredible
network of information processing and interpretation in the body as we
learn things. This theory can be divided into two specific theories which
is Social Cognitive Theory (SCT), and the Cognitive Behavioral Theory
(CBT). Cognitive Learning Theory implies that the different processes
concerning learning can be explained by analyzing the mental processes
first. It shows that with effective cognitive processes, learning is easier
and new information can be stored in the memory for a long time. On
the other hand, ineffective cognitive processes result to learning
difficulties that can be seen anytime during the lifetime of an individual.
In the Social Cognitive Theory, there are 3 variables being considered
which is behavioral factors, environmental factors, personal factors.
Basic concepts in Social Cognitive Theory is observational learning,
reproduction, emotional coping, self-regulatory capability. Cognitive
Behavioral Theory says that individuals tend to form self-concepts that
affect the behavior they display. These concepts can be positive or
negative and affect by person environment.

The ”Life of Brain” quiz game that developed is about learning part of
our brain and there will be a quiz game to make it interesting while
learning. This quiz can be relate to the cognitive theory, as the learners
need to used thinking to learn. Besides, self-efficiency in the basic
concepts of Social Cognitive Theory in which the learner improves his
newly learned knowledge by putting it into practice. So basically, the
learner will be able to memorize and know all part of brain after they
play this quiz. The learner can relate which part of brain used according
to people activity in their environment. For example, if people have fear
to something that because amygdala in their brain make them feel fear.

2.1.2.3 Storyboard
For an easier understanding on the design phases of the courseware, a
storyboard created beforehand in order to identify if there’s any faulty
or vagueness that may happen during the development

Navigational Structure (Composite Structure)


Title screen

Brain anatomy
Brain parts

Brain quiz
Quiz

Result

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