There is a growing need for effective early childhood interventions that promote brain development through engaging and evidence-based methods. However, limited evaluations exist on the effectiveness of workshops using structured assessment frameworks like the CIPP Model. Objective: This study aimed to evaluate the effectiveness of the "Play and Learn" workshop in enhancing young learners' brain development using Stufflebeam's CIPP (Context, Input, Process, Product) evaluation model. Methodology: A sample of 32 participants was selected to participate in the workshop. Data were collected using opinion questionnaires and knowledge tests, both of which demonstrated high reliability (Cronbach's alpha = 0.89 and 0.91, respectively). Descriptive statistics and t-tests were used for data analysis. Key Results: 1) The workshop's principles and objectives aligned with the participants' needs and met educational standards, receiving the highest ratings. 2) Trainers were well-prepared, with clear communication and appropriate language use. 3) Learning materials, particularly handouts, were rated as highly effective. 4) Implementation adhered closely to the plan, with adequate resources and effective coordination. 5) All participants surpassed the 60% evaluation benchmark. and 5) Knowledge significantly improved post-training (M = 12.31, SD = 1.55) compared to pre-training (M = 9.16, SD = 2.23), p < .001. Conclusion: The "Play and Learn" workshop effectively enhanced young learners’ knowledge and supported brain development. The use of the CIPP Model provided a comprehensive evaluation framework, highlighting the program’s strengths in design, delivery, and impact. This study contributes valuable insights into early childhood educational program evaluation and offers a replicable model for similar interventions.
This study examined the effect of a hybrid learning model (interactive video and traditional games) on elementary students' basic movement skills and learning engagement. Motivated by the importance of basic movement development and low student engagement, this study used a quasi-experiment with a pre-test post-test control group design. The results showed that the hybrid learning model significantly improved both aspects compared to conventional learning. The integration of interactive videos was effective for concept understanding, while traditional games increased motivation and interaction. In conclusion, this hybrid learning model is highly effective and recommended to create a more holistic and engaging learning experience.
Keywords: Hybrid Learning, Interactive Video, Traditional Games, Basic Movement Skills, Learning Engagement, Primary School Students
Gross motor skills are an important foundation for children's physical, cognitive and
psychosocial development. However, the increasing rates of obesity and physical inactivity among
Malaysian children have raised concerns about delayed motor development. This study aimed to
evaluate the effects of a rhythmic movement program on the development of gross motor skills in
primary school students aged 8 to 10 years. A total of 64 students were selected as a sample through
stratified sampling for treatment group and control group. A quasi-experimental design involving
treatment and control groups was used, with a 10-week intervention and the use of the TGMD-3
test to assess locomotor and manipulative skills. The study also took into account demographic
variables such as age, gender, body mass index, physical activity time and socioeconomic status.
The results of the study are expected to show an improvement in gross motor skills in the treatment
group and provide practical recommendations for the integration of rhythmic movement into the
primary school Physical Education curriculum in Malaysia.
MINDS is a Social Services Agency in Singapore which has four schools teaching students with special needs from ages 7 years to 18 years. Teachers in MINDS Schools developed a Physical Education (PE) curriculum for students with Moderate to Severe Intellectual Disabilities (MSID) adapted from the Physical Education Teaching and Learning Syllabus from the Ministry of Education in Singapore. This development encompassed three years of lesson observations, trials, and piloting the scope and sequence to ensure the holistic development of students with special needs during PE. The curriculum focuses on Swimming, Educational Gymnastics and Dance, Games and Sports, Outdoor Education, and Physical Health and Fitness. Apart from the psychomotor and cognitive development of students, Affective learning outcomes have also been factored in to ensure the holistic development of these students with special needs. The curriculum also comprises pedagogical strategies, and assessment ideas for teachers teaching students with MSID. The presenter will share how this book was developed as well as how this can be enacted in PE lessons.
This study aims to investigate the effect of a hybrid learning model that integrates interactive video with traditional games on improving basic movement skills and learning engagement of primary school students. This learning model is designed to utilise the advantages of digital technology in material delivery (interactive video) while maintaining the pedagogical values of collaborative physical activity (traditional games). Through a quantitative approach, this research will involve primary school students as subjects to measure the effectiveness of the hybrid model in developing students' gross and fine motor aspects, as well as their level of participation and motivation in the learning process. The next two months will be dedicated to the implementation of the experiment, data collection through observation, movement skills test, and learning engagement questionnaire, as well as statistical data analysis. The results of this study are expected to contribute significantly to the development of innovative and effective learning strategies to improve the quality of physical education at the primary school level.