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iCE-CInno 19 Extended Abstract Template

HIRAWATI BINTI ABDUL RAHMAN


SK LUTONG, MIRI
hnr2530@yahoo.com

LATIFA SHUARD, LAILA KAMILIA BINTI MOHD AMALUDDIN, MUHAMMAD AZWAN BIN ABDULLAH ZAIDI
SK LUTONG, MIRI
Email address

Highlights: This prototype is develop for Physical Education teachers in their teaching especially the non-
optionist to teach activities involving demonstration in each skills in the syllabus using TGfU Approach.

Key words: Physical Education, TGfU Approach, Invasion, fun learning, 21 st Century Learning, teacher

Introduction

This courseware is develop using multimedia elements such as text, image, audio, animation and also simulation
to increase the quality of students’ learning and understanding. The contents are based on one of the subtopic in Year
5 Physical Education. It is develop using these softwares:
i. Scratch 2.0 for programming.
ii. Adobe Photoshop CS6 for graphic editing.
iii. Adobe Soundbooth CS5 for audio editing.

Content
Please include as many of the following sections as possible in your paper, as relevant.
1. Description of your innovation / product development / design / process.
This prototype is develop for help Physical Education teachers in their teaching especially the non-optionist to
teach activities involving demonstration in each skills in the syllabus using TGfU Approach. For this prototype only
focus one subtopic which is Invasion Games Category (Skills Sending and Receiving an Object using Foot). One
of concept for this model is Teach games through games. TGfU Approach have four categories which are:
i. Invasion Games
ii. Net/Wall Games
iii. Striking/Fielding Games
iv. Target Games

2. What is the context or background of the innovation / product development / design / process?
Introduction for the subtopic will be learned at the first page. Then the description and demonstration of skills
learned will display at the next page. The Quiz session at the third page which is user must answers the questions
by entering the answer in the space provided. Final page, user will play an interactive game about the skills
learned.
3. Why are they important to education?

i. Able to encourage teachers to maximize the usage of ICT in teaching and making use of the interactive
multimedia software, as required by the 21st Century Learning Concept (PAK21).
ii. Able to increase the interest and enjoyment of learning among students with the instillation of fun learning
concept.
4. Please write any advantages of your innovation / product development / design / process towards education
and community.
In this prototype, have demonstration for this skill in PdPc Slot and also have simulation in Interactive Game Slot.
So it will able to help Physical Education teachers in their teaching especially the non-optionist to teach activities
involving demonstration in each skills in the syllabus.
5. Please add any commercial value in terms of marketability or profitability of your innovation / product
development / design / process if any.
N/A

Acknowledgement (if any)


N/A

1
References (Use list your references using APA Referencing format)

Ophea (2014). Teaching Games for Understanding (TGfU) Approach | PlaySport. Teaching Games for Understanding (TGfU) Approach.
Retrieved from https://www.playsport.net/about-playsport/teaching-games-understanding-tgfu-approach

Darren and Danielle (2018). Invasion Games - Get Active Sports. Invasion Games.
Retrieved from http://www.getactivesports.com/school-clubs/invasion-games/

Kerry, D. (2014). Teaching Games for Understanding (TGfU) Approach | PlaySport. Teaching Games for Understanding (TGfU) Approach.
Retrieved from https://tgfu.weebly.com/invasion-games.html

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