Symposium On Technology Apps for Education PhD Students

30 - Apr - 2019

The Faculty of Education has convened a specialized symposium on Technological Apps for Education PhD students who displayed, in this platform, a number of scientific researches and vibrant technological applications for purpose of activating the learning process.

A host of titles propped up the topics of employing the augmented reality in increasing the motivation for learning science, and using Google earth programme for determine the places of Islamic and historical battles. Moreover, the effectiveness of using augmented reality on learning English vocabulary among first graders. Furthermore, employing the mimicking programme and Video games in teaching mathematics, sciences and sports, respectively.

One of the headlines was about the effective use of gelatinous pedagogy and augmented reality in teaching science course, in which two of PhD students effectively utilized gelatinous tools in presenting information about animals. One of the PhD students confirmed that gelatinous pedagogy can stimulate students' senses so that aid them comprehend the lessons very well and help integrate the entertainment factor in the class.

Another technique is the virtual reality method which used, the PhD Students, with 3rd graders in explaining the course "adaption of animals". This technique mimics the reality; therefore, it allows students move between places and see things in a closer look. The two researchers found out that the interaction and motivation of students has noticeably become higher, and they recommended using this method for all students.

In this field, there are a number of research papers have been presented. One of which was on using the scratch software programme in learning sixth grade students the acquisition of English vocabulary reading and writing skills. The research founded that SCRATCH software applications were much effective and had superiority over traditional methods of teaching English vocabulary. In addition, provided students a better learning environment which reflected in their achievements and performance. Consequently, the students' motivation, after using these applications, has raised their cooperation and interaction between themselves.