Near-Field Communication (NFC) tag enabled application
In the traditional and conventional way of teaching, students are passive learners while a teacher does most of the content delivery. In such environment, most students are not as engaged as content delivery tend to be dry and uninteresting, especially if one does not have the passion for a particul...
Saved in:
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2017
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/70496 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
id |
sg-ntu-dr.10356-70496 |
---|---|
record_format |
dspace |
spelling |
sg-ntu-dr.10356-704962023-03-03T20:26:16Z Near-Field Communication (NFC) tag enabled application Leow, Sin Yi Oh Hong Lye School of Computer Science and Engineering DRNTU::Engineering::Computer science and engineering In the traditional and conventional way of teaching, students are passive learners while a teacher does most of the content delivery. In such environment, most students are not as engaged as content delivery tend to be dry and uninteresting, especially if one does not have the passion for a particular subject. The only time students get engaged in traditional teaching is during verbal exchange in question and answer sessions to clarify doubts. As such, teachers have less means of receiving feedback regarding the level of understanding amongst students. By associating various props and objects with unique IDs and custom information via Near Field Communication (NFC) technology, this project transforms traditional learning environment into one that incorporates learning through movement and purposeful play. It allows educators to design lesson plans which capture students’ attention by injecting elements of gaming, competition and collaboration into the activities. It also allows the educators to adjust the speed of lesson delivery according to the class’ learning ability, which is made known via system generated student assessment feedback. In the system developed in this project, a gamified Question and Answer activity is designed where students are required to move around and use the NFC reader to tap on answer tags placed strategically by the teachers around the classroom. Runtime feedback of students’ performance is provided by the application to motivate students in the learning process. Teachers can focus their full attention on facilitating the lesson flow as the tedious task of assessment of individual student are handled by the auto-logging feature of the application. All these create an environment which not only exercise students’ topical knowledge effectively, but also motivate them to learn as they have a clear goal in mind. The teachers also have the required assessment data to tailor the next lesson according to the students’ progress. Bachelor of Engineering (Computer Science) 2017-04-26T01:16:48Z 2017-04-26T01:16:48Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/70496 en Nanyang Technological University 57 p. application/pdf |
institution |
Nanyang Technological University |
building |
NTU Library |
continent |
Asia |
country |
Singapore Singapore |
content_provider |
NTU Library |
collection |
DR-NTU |
language |
English |
topic |
DRNTU::Engineering::Computer science and engineering |
spellingShingle |
DRNTU::Engineering::Computer science and engineering Leow, Sin Yi Near-Field Communication (NFC) tag enabled application |
description |
In the traditional and conventional way of teaching, students are passive learners while a teacher does most of the content delivery. In such environment, most students are not as engaged as content delivery tend to be dry and uninteresting, especially if one does not have the passion for a particular subject. The only time students get engaged in traditional teaching is during verbal exchange in question and answer sessions to clarify doubts. As such, teachers have less means of receiving feedback regarding the level of understanding amongst students.
By associating various props and objects with unique IDs and custom information via Near Field Communication (NFC) technology, this project transforms traditional learning environment into one that incorporates learning through movement and purposeful play. It allows educators to design lesson plans which capture students’ attention by injecting elements of gaming, competition and collaboration into the activities. It also allows the educators to adjust the speed of lesson delivery according to the class’ learning ability, which is made known via system generated student assessment feedback.
In the system developed in this project, a gamified Question and Answer activity is designed where students are required to move around and use the NFC reader to tap on answer tags placed strategically by the teachers around the classroom. Runtime feedback of students’ performance is provided by the application to motivate students in the learning process. Teachers can focus their full attention on facilitating the lesson flow as the tedious task of assessment of individual student are handled by the auto-logging feature of the application. All these create an environment which not only exercise students’ topical knowledge effectively, but also motivate them to learn as they have a clear goal in mind. The teachers also have the required assessment data to tailor the next lesson according to the students’ progress. |
author2 |
Oh Hong Lye |
author_facet |
Oh Hong Lye Leow, Sin Yi |
format |
Final Year Project |
author |
Leow, Sin Yi |
author_sort |
Leow, Sin Yi |
title |
Near-Field Communication (NFC) tag enabled application |
title_short |
Near-Field Communication (NFC) tag enabled application |
title_full |
Near-Field Communication (NFC) tag enabled application |
title_fullStr |
Near-Field Communication (NFC) tag enabled application |
title_full_unstemmed |
Near-Field Communication (NFC) tag enabled application |
title_sort |
near-field communication (nfc) tag enabled application |
publishDate |
2017 |
url |
http://hdl.handle.net/10356/70496 |
_version_ |
1759856127400476672 |