The main function of the center is to spearhead innovation in delivery and learning in line with the latest technological advances and ensure the successful and sustainable adoption of creative and innovative technologies in delivery and learning at Universiti Teknologi MARA (UiTM).
Please be informed, former group below has expired and changed to their own centre of resposibility. If you have any enquiry please directly contact their centre.
Virtual Reality allows students to experience destinations from across the world without ever having to leave the classroom. Imagine students being able to explore the outdoor surrounding while sat at their desks. This is what virtual reality education allows. Virtual reality can improve education by providing students with memorable and immersive experiences that would otherwise not be possible. What’s more, it can all take place within the classroom. Virtual Reality is accessible to every student and can be easily monitored by lecturers. Virtual experiences have the power to engage and inspire students in a unique and powerful way.
360 video records teaching and learning in a classroom from all directions, giving a complete 360-degree view. Learners are able to control the viewing direction and watch the video from any angle. This immersive experience allows learners to engage with their surroundings, develop better connection and deeper understanding of their learning.
In Education 5.0, adab is knowing one’s proper place (in relation to others): the Creator (spiritual), human (social) and environment (non-living and living things). When this essence is grounded in education, the individuals will be able to achieve a sense of respect, love and appreciation for knowledge and its scholars, leading them thus toward proper and right action in the future. Adab in education can be seen as a catalyst, promoting civility, understanding and mutual respect among fellow human beings and toward their surroundings. While amanah is upholding the trust to God the Creator, playing a role as a vicegerent responsible to other people and environment, the concept that echoes the very essence of adab itself.
Gamification is the concept of using game design elements and game principles in non-game environments to make them more fun and interactive. Gamification has been proven to increase the level of engagement and motivation in student learning. This is applied mainly in the classroom and online learning environments.