Student support in distance education in the 21st century: Learning from service management

2000 ◽  
Vol 21 (2) ◽  
pp. 216-235 ◽  
Author(s):  
Greville Rumble
Author(s):  
Eldaa Crystle Wenno

As a place for learning activities, educational institutions must adapt to the times to not be viewed as a threat in the current era of education 4.0. Along with 21st-century learning needs to foster students' creative, innovative and competitive attitudes by implementing technology as an auxiliary medium in the learning process to produce quality students. This research is a descriptive case study to explore the application of the cybergogy concept about facing the challenges of learning in the 21st-century, especially in lecturing German in the courses offered by students. The sample in this study were students in semesters II, IV, and VI of the German Language Education Study Program, with 35 students. The instruments used in this study were questionnaires, interviews, and document review. Data from questionnaires, discussions and document reviews were analyzed using descriptive statistics referring to the Milles and Huberman stages. The results showed that the concept of cybergogy had been applying 30% synchronously and 70% asynchronously. On average, 93-94% of students and lecturers have used technology-based media in the German language learning process because of the availability of teaching materials and supporting facilities for information and communication technology to face 21st-century learning.


Author(s):  
Mohammad Najib Jaffar ◽  
Azman Ab Rahman ◽  
Mohamad Anwar Zakaria ◽  
Mursyid Junaidi Mohd Faisal Yeap ◽  
Muhammad Faiz Abd Shakor

Gamification is a part of teaching aids based on flexible education relevant to the current 21st Century Learning. This study aimed at assessing the effectiveness of the Global Halal Game (GHG) in education. The use of quantitative method involved the distribution of questionnaires to 43 respondents who participated in the Professional Halal Training Programme – Certificate of Professional Halal Executive (PHEP) 2018. In general, this study found that the effectiveness level of GHG in education was good. The result of the study can also become a benchmark for the development of gamification-based innovation product, which can improve and enhance other innovation products in fields that are less emphasised. This can benefit the Muslim community, in particular, and the public, in general.


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