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60 KATA KUNCI / FRASA PENYELIDIKAN STEM-IR4.

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Ini adalah frasa / keyword perbincangan yang sempat dicatatkan.
OT

1. Learning anywhere at anytime


2. Learning without boundaries
3. Flipped clasroom, Chrome Classroom
4. Online and blended learning, MOOC
5. Self-paced, personalized learning, Self-Regulated learning
6. BYOD
7. Revolutionized by technology
8. 4C project-based learning
9. Independent learners, heutagogy
10. Virtual reality, VLE
11. Augmented reality, Artificial Intelligenct
12. Performance detection, record tracking, performance detection
13. Future classroom
14. Knowledge management
15. Interactive multimedia, Inquiry-based multimedia
16. Social network, sentiment analysis
17. Data mining / EDM
18. Behaviour pattern recognition
19. Contemporariness of curriculum
20. Education 4.0
21. Digital tools, un-plug smart gadget
22. Apps, mobile learning, gamification
23. OL - Open Learning
24. Autimation, robotic-based project
25. IoT with social features
26. Added value for IoT, innovative-based project, TRIZ
27. Competency-based education
28. Cloud computing
29. Creative problem-solving
30. Multi / transdiscipline
31. Integrative knowledge for STEM, TVET
32. Learning by exploration
33. Integrated curriculum design for STEM
34. Early detection for special education
35. PLC for STEM integration
36. PLC in content, pedagogical, and curricular knowledge
37. Engineering is Elementary (EiE)
38. Interconnected society
39. Developing assessment criteria for STEM
40. Inquiry-based instruction for scientific literacy
41. Authentic and active STEM project
42. Culturally and linguistically responsive teaching (CLRT) into STEM programs
43. STEM careers
44. Instructional Scaffolding in STEM Education
45. Computer-based scaffolding strategies
46. Instructional scaffolding to support PBL
47. PISA and STEM achevement
48. Talent identification
49. Human-Computer Interaction
50. Mind-set for futire carreer
51. Aplikasi IoT sbg ‘fasilitator’ dalam PnP
52. Added value for social network in PnP
53. Tracking, monitoring success
54. Users (students) experiences
55. Open problem approach for 4C
56. Parameter to enhance performance
57. Computational / Mathemathical thinking
58. AI without computer
59. Kepintaran berfikir VS Kepintaran menghafal
60. Learn coding from ‘Scracth’

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