It Takes Two to Tango: Effective e-learning in Times of COVID-19 Lockdown

Conference: The Asian Conference on Education (ACE2022)
Title: It Takes Two to Tango: Effective e-learning in Times of COVID-19 Lockdown
Stream: Design, Implementation & Assessment of Innovative Technologies in Education
Presentation Type: Oral Presentation
Authors:
Mei Yee Lee, Monash University Malaysia, Malaysia
Yin Teng Elaine Chew, Monash University Malaysia, Malaysia
Norita Mohd Nasir, Monash University Malaysia, Malaysia

Abstract:

The COVID-19 pandemic has brought education redesign that massively converted towards online learning. Yet, the success is still a black box in the post-pandemic phase. This study sets out to examine the outcomes of transformation efforts of a first-year accounting unit. The two key design conversions are e-learning modules via the Guroo platform and gaming-oriented online quizzes. The weekly e-learning modules complement pre-recorded lectures and engage students interactively as consultants to resolve various accounting scenarios and mini-accounting challenges. The online quizzes build on students' accounting knowledge gained from Moodle resources and have a gaming orientation with performance indicators (accounting knowledge scores) and rewards of badges and accounting fees. Besides the typical convenience factor, the qualitative analysis of 122 learning reflection essays reveals that students felt they were in a physical class (from home) and could stay on course despite self-learning. This is given the interactive, organized and entertaining nature of e-modules with an animated figure that resembles the unit leader that could provide immediate feedback on how well students solved accounting issues. It shows a drastic shift from the misconception that only on-campus learning can be effective. The capability to relive the actual classroom experience via the e-platform helped students to manage cognitive learning and stress. Astonishingly, while the online quizzes were never designed fully to replicate gaming, students expressed fun, excitement, competition and motivation to proactively study before attempting them. These two transformative designs make e-learning effective so students can take ownership of their learning journey during disruption.



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