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15 posts found
Oral Presentation Time: 1400-1500
Venue: Fanling Room, Lower Level I
Presenter(s)
– Dr Richard Wing Cheung LUI, Senior Lecturer, Department of Computing, The Hong Kong Polytechnic University
Abstract
This presentation introduces the design and implementation of GPTutor, a Generative AI (GenAI) powered Intelligent Tutoring System (ITS) developed at the Hong Kong Polytechnic University (PolyU). GPTutor aims to enhance student learning experiences through personalised tutoring and interactive exploration. It helps students gain a deeper understanding of the course materials provided by their instructors. During the first phase of our implementation, we developed features for instructors to upload and manage their course content and to create learning scenarios based on the learning content. The system includes a conversational interface for students to ask questions and explore course content to deepen their understanding. As the answers are generated based on the instructor-uploaded content, GPTutor provides more factual responses, reduces hallucinations, and aligns better with the instructors’ intended learning outcomes (ILO). We will also share findings from our pilot study, which involved approximately 200 undergraduate and postgraduate students at PolyU. Finally, we will discuss our future plans for further development and enhancement of the platform.
Theme: 1. Showcase Project Achievements
Sub-theme: Innovative Technology-in-Education
Poster Presentation Time: 1225-1400; 1500-1600
Venue: I1, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Dr Selena YAN, Senior E-learning Assistant, Li Ka Shing Faculty of Medicine, The University of Hong Kong
– Ms Leah LI, Senior E-learning Assistant, School of Clinical Medicine, The University of Hong Kong
Abstract
Generative Artificial Intelligence (GenAI) is a transformative technology that fosters creativity, problem-solving, and critical thinking skills in various industries, including healthcare and medical education. At HKU Medicine, we appreciate the importance of advancing GenAI literacy and propose to develop and deliver a new online course that covers the latest advances, pitfalls, ethical and professional aspects of GenAI. We aim to advance AI and digital competency for all students, professoriates and clinicians at HKU Medicine and the Hong Kong medical community. To evaluate the effectiveness of this online GenAI literacy course, an assessment study will be conducted. We will use a mixed methods approach to collect both quantitative and qualitative data through pre- and post- surveys, individual interviews and practical exercises. The survey will be adapted from the “Scale for the Assessment of Non-Experts’ AI Literacy” (SNAIL), while the interviews will provide additional context and insights into participants’ experiences and challenges with GenAI. Practical exercises will provide objective data for evaluation. Target participants will be recruited through convenience sampling, and data analysis will include both statistical and thematic analyses. The study has already obtained ethical approval. Results from this study will be used to identify improvement needs for the online course and inform the integration of GenAI in medical and health sciences education and clinical practices. Overall, the project will contribute to the advancement of GenAI literacy in medical education and healthcare professions, supporting the ethical and effective application of GenAI technology in these fields.
Theme: 1: Showcase Project Achievements
Sub-theme: 1.2Â Fund for Innovative Technology-in-Education (FITE)
Poster Presentation Time: 1225-1400; 1500-1600
Venue: H2, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Dr Pauli LAI, Lecturer, Department of Electrical and Electronic Engineering, The Hong Kong Polytechnic University
– Dr Julia CHEN, Director, Educational Development Centre, The Hong Kong Polytechnic University
Abstract
A common assessment in university is the oral presentation, and students are often required to deliver presentations in English. Two challenges arise. First, many students mainly focus on the discipline content in the assessment preparation process rather than the communication or use of English in their presentations. Second, lecturers of large classes (e.g. around 200 engineering students in one course) hardly have time to give feedback to each student on the English communication aspect of their oral presentations. A baseline survey reveals students’ need for assistance with presentation skills and a hope for having AI-generated feedback among both students and discipline teachers. To address these needs and hope, a team of educators from PolyU and BU with expertise in language and AI technology collaboratively developed an online English oral presentation platform called SmartPresenter. SmartPresenter provides students with presentation tips, learning materials, and extensive AI-generated feedback on the communication-related aspects of delivering oral presentations in English, including eye contact, facial expressions, vocal fillers, pronunciation, and fluency. This presentation describes the development and features of SmartPresenter, and the evaluation results of the effectiveness of the platform in facilitating independent learning practices for English oral presentations and assisting teachers in grading presentation assessment.
Theme: 1: Showcase Project Achievements
Sub-theme: 1.3Â Special UGC Grant for Strategic Development of Virtual Teaching and Learning (VTL)
Poster Presentation Time: 1225-1400; 1500-1600
Venue: I4, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Dr Yanjie SONG, Associate Professor, Department of Mathematics and Information Technology, The Education University of Hong Kong
– Mr Kaiyi WU, Department of Mathematics and Information Technology, The Education University of Hong Kong
Abstract
Integrating artificial intelligence (AI) into educational settings is crucial for developing innovative teaching methods that enhance student learning. This study investigates the development and application of Learningverse, a 2D/3D metaverse platform that integrates digital humans with advanced Large Language Model Operations (LLMOps) to create AI teaching agents. Leveraging the capabilities of Large Language Models (LLMs) and Retrieval-Augmented Generation (RAG), we designed intelligent digital human teachers. These LLMOps system-constructed multi-agents, including Communication Encoder, Body Movement Coding Encoder, Eye Gaze Coding Encoder, and Expression Coding Encoder, provide personalized and strategic scaffolding to students, offering real-time feedback and support to improve their learning outcomes. Additionally, the platform utilizes GPT-SoVITS trained TTS to clone real teachers’ voices, enhancing the realism of digital human teachers. The platform can customize digital teachers and build scenarios based on different subject courses, adapting them to various thematic curricula. A pilot study evaluated the effectiveness of these digital teachers in enhancing student engagement and performance in Learningverse. Preliminary findings reveal a significant improvement in students’ interactions, motivation, and overall learning achievements. This research highlights the potential of LLMOps-integrated digital human teachers in transforming teaching practices and enriching educational experiences in the metaverse.
Theme: 1. Showcase Project Achievements
Sub-theme: 1.2Â Fund for Innovative Technology-in-Education (FITE)
Oral Presentation Time: 1400-1500
Venue: Rose Room, Lower Level II
Presenter(s)
– Dr Aftab AMIN, Teaching Associate, Division of Life Science, The Hong Kong University of Science and Technology
Abstract
Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) empower educators to develop active-learning pedagogical approaches that motivate students to simultaneously engage, develop knowledge, social skills, and subject interest. To initiate VR/AR learning at the Division of Life Science (LIFS), HKUST, LIFS1904 Laboratory for General Biology II (comprising four experiments, ~300 diverse learners) was selected. In recent years, increasing enrollment has created manpower and space shortages, while post-pandemic issues have made student learning and the acquisition of resources, such as rat cadavers for teaching anatomy, physiology, and dissection more challenging. To address pressing issues, enhance active-learning, and make practical transitions fluid and cohesive, gamification is being used to develop a customizable, Virtual Reality Platform (VRP). A story-based narrative has also been implemented to create immersive, engaging, memorable and impactful pedagogy. In this presentation we will examine the deliverables of the project. Some of the findings from our student surveys, focus groups and interviews will also be shared to provide a better understanding of how technology-driven pedagogical innovations can facilitate active learning, information literacy, enhance student support, and facilitate peer-teaching, so that graduate attributes can be delivered.
Theme: 1: Showcase Project Achievements
Sub-theme: Strategic Development of Virtual Teaching and Learning (VTL)
Poster Presentation Time: 1225-1400; 1500-1600
Venue: K2, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Dr Sean MCMINN, Director, Center for Education Innovation, The Hong Kong University of Science and Technology
Abstract
This project aims to develop a Co-Instructrional Designer platform to assist instructors in creating course materials. By leveraging Generative AI, the platform will support faculty members in designing course outlines, content, learning activities, assignments, and rubrics aligned with learning outcomes. The platform will connect to a Center for Education Innovation (CEI)-managed knowledge base containing curated pedagogies and best practices. Instructors will interact with the platform through pre-defined prompts, receiving tailored guidance that they can evaluate and adapt to meet their specific course needs. Key features of the platform include front-end interfaces for instructors and system administrators, robust technical architecture for file storage, and conversation history management. Having completed the Proof-of-Concept phase, implementation will proceed with structuring the knowledge base, developing the frontend, integrating the system, and conducting testing, with the final rollout planned for Fall 2025/26. The project will benefit approximately 750 faculty members and teaching staff at HKUST. This tool has multiple applications: it can serve as a co-designer for faculty, support quality assurance, assist with faculty development, and aid in Teaching and Learning Innovation Pedagogy and Blended Learning Projects. Success will be measured by the quality of responses in testing scenarios, training participation and satisfaction, and overall platform usage.
Theme: 1. Showcase Project Achievements
Sub-theme: 1.2Â Fund for Innovative Technology-in-Education (FITE)
Oral Presentation Time: 1400-1500
Poster Presentation Time: 1225-1400;1500-1600
Oral Presentation Venue: Rose Room, Lower Level II
Poster Presentation Venue: H1, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Ir Dr H H CHEUNG, Senior Lecturer, Department of Industrial and Manufacturing Systems Engineering, The University of Hong Kong
– Mr Derek TONG, Tutor, Department of Industrial and Manufacturing Systems Engineering, The University of Hong Kong
– Mr Like WEN, Research Assistant, Department of Industrial and Manufacturing Systems Engineering, The University of Hong Kong
Abstract
The past social events and COVID-19 pandemic posed huge challenges to teaching and learning. The teaching team seized these challenges as opportunities to develop and incorporate e-learning in experiential projects and capstone courses, which otherwise mandate intensive face-to-face interactions. The team has developed the Digital Design House – An e-learning platform for collaborative product development – to facilitate experiential learning and hands-on projects in various courses that carry substantial components of innovative product design and development. The Digital Design House is a cloud-based experiential e-learning platform that provides remote access to CAD facilities for students to interact among group members and with teachers in virtual environments to share their ideas for product design and development. This e-learning platform integrates a set of advanced information and computing, 3D Hologram devices, virtual reality, mixed reality, and mobile devices with a suite of in-house developed applications for stereoscopic visualisation of virtual objects in an immersive virtual environment to facilitate systematic training and development of students’ innovative abilities through experiential learning. It not only allows students at different geographical regions and teachers to ubiquitously conduct teaching and learning, but also facilitates online lectures via video conferencing like Zoom or Microsoft Teams with more interactions in a virtually face-to-face environment. Indeed, this platform helps students understand what and how various knowledge and feasible technologies can be effectively integrated to create a feasible design/solution in a practical-and-innovative approach. As such, students are inspired with a stronger desire, self-initiative, and enthusiasm for exploring their potential in innovative creations.
Theme: 1. Showcase Project Achievements
Sub-theme: Strategic Development of Virtual Teaching and Learning (VTL)
Poster Presentation Time: 1225-1400; 1500-1600
Venue: H4, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Mr Isaac Ka Chun WAN, Instructional Designer, Centre for Education Innovation, The Hong Kong University of Science and Technology
Abstract
The use of videos in asynchronous learning significantly enhances the educational experience, especially for intricate or abstract concepts. Videos allow students to adapt their learning pace, fostering a more flexible and personalized process. However, traditional video lectures often promote passive learning, making it hard for instructors to monitor students’ progress effectively. To address these challenges and help instructors create an interactive video-based learning environment, a strategic workflow has been developed. This workflow incorporates two customized digital tools that facilitate the creation of engaging video elements and provide detailed analytics on student engagement and progress. As a result, students are empowered in their asynchronous learning journey.
Theme: 1. Showcase Project Achievements
Sub-theme: 1.3Â Special UGC Grant for Strategic Development of Virtual Teaching and Learning (VTL)
Oral Presentation Time: 1400-1500
Venue: Rose Room, Lower Level II
Presenter(s)
– Dr Ronnie SHROFF, Principal Project Fellow, Teaching and Learning Centre, Lingnan University
Abstract
In response to the COVID-19 pandemic, the University Grants Committee (UGC) and the Quality Assurance Council (QAC) allocated dedicated funding to support the strategic long-term development of virtual teaching and learning (VTL) in Hong Kong’s eight UGC-funded universities. Lingnan University, as the lead institution of a consortium of six participating universities, secured funding to establish benchmarking practices and quality assurance standards on VTL that reference internationally accepted standards within the local context. This project aims to strengthen institutional capabilities and enhance the quality of VTL provision, including online teaching and learning, distance education delivery, and technology-enhanced learning. The project involves collaboration and funding from The University of Hong Kong, The Hong Kong University of Science and Technology and the City University of Hong Kong, as well as in-kind support from The Chinese University of Hong Kong and The Hong Kong Polytechnic University. The primary objective of this project is to establish a shared quality assurance framework and standards for online learning and teaching that align with local and global standards. By adopting a collaborative approach, this project seeks to enhance the quality of VTL as a key strategic focus area of institutional development and performance improvement. This presentation will provide an overview of the project’s key objectives, methodology and outcomes. It will also discuss the challenges encountered and lessons learned in developing quality assurance and benchmarking standards for VTL across universities. Finally, the presentation will conclude with recommendations for future collaborations to enhance the quality of VTL provision within the Hong Kong higher education context.
Theme: 1. Showcase Project Achievements
Sub-theme: Strategic Development of Virtual Teaching and Learning (VTL)
Oral Presentation Time: 1400-1500
Venue: Fanling Room, Lower Level I
Presenter(s)
– Mr Jac LEUNG, Lecturer, Division of Integrative Systems and Design, The Hong Kong University of Science and Technology
Abstract
This project explores the intersection of Generative AI, reflection and experiential learning, highlighting GenAI’s pivotal role in fostering deeper cognitive processes and the attainment of complex knowledge structures. In recognition of the multifaceted dimensions of reflection, we aim to examine GenAI’s role in promoting different focuses of reflection including technical reflection on efficiency of attaining goals; practical reflection on challenging assumptions and establishing identities; and critical reflection on reflecting within a broader consideration of socio-historical and political-cultural context. GenAI is widely praised for its ability to serve as agent to writing and agent to knowledge. This study explores GenAI’s potential as agent to reflect, offering a perspective transformation devoid of judgement and social bias. We adopt an action research approach to accommodate both the rapidly growing research area and state-of-the-art teaching innovations. To examine the roles of GenAI in various types of experiential learning contexts, a 3-year collaboration project consists of four local universities in Hong Kong was initiated in early 2024. Participating students are of diverse background in science, social science, engineering, business, and health profession (radiography). Reflective exercises are designed according to the course context and the type of experiences within entrepreneurship education, social innovation, and health professional training.
Theme: 1. Showcase Project Achievements
Sub-theme: Innovative Technology-in-Education
Oral Presentation Time: 1400-1500
Venue: Fanling Room, Lower Level I
Presenter(s)
– Mr Jungjin PARK, PhD student, Department of Mechanical and Aerospace Engineering, The Hong Kong University of Science and Technology
– Professor Larry LI, Associate Head & Associate Professor, Department of Mechanical and Aerospace Engineering, The Hong Kong University of Science and Technolog
Abstract
Immersive technologies come in various forms and names, such as virtual reality (VR), augmented reality (AR), and recently spatial computing. While higher education has always been at the forefront of experimenting with such technologies in the classroom, the ubiquity of smartphones and tablets – capable of creating robust AR experiences – has made it possible for wider adoption in recent years. In this presentation, we highlight lessons learned from a pilot project that leveraged AR to enhance aerospace laboratory training at the Hong Kong University of Science and Technology, and how this effort is being expanded across multiple disciplines such as pulmonary physiotherapy and forensic pathology. In particular, we share our vision to combine AR and large language models (LLMs) to design truly immersive learning experiences that can be effectively deployed into classrooms. When combined, the two technologies mutually benefit and supplement their respective advantages and limitations, thereby overcoming many of the current challenges faced by educators when deploying either on their own.
Theme: 1. Showcase Project Achievements
Sub-theme: Â Innovative Technology-in-Education
Oral Presentation Time: 1400-1500
Poster Presentation Time: 1225-1400; 1500-1600
Oral Presentation Venue: Fanling Room, Lower Level I
Poster Presentation Venue: I2, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Dr Ting Leung Albert LEE, Lecturer, Department of Electrical and Electronic Engineering, The University of Hong Kong
– Dr Victor LEE, Lecturer, Department of Electrical and Electronic Engineering, The University of Hong Kong
– Dr Zhengyuan WEI, Research Associate, Department of Electrical and Electronic Engineering, The University of Hong Kong
– Mr Alex KIANG, The University of Hong Kong
Abstract
Retrieval-augmented generation (RAG) has been demonstrated to be highly effective in generative AI applications, resulting in substantial improvement in accuracy and reliability of large language model responses. The success of this approach is accomplished through seamless integration of AI capabilities and practical knowledge base, which fosters an interactive learning mechanism conducive to automatic question-answering augmented with references and refined prompts, leading to a more vibrant and connected learning environment. Communication portals enable effective inquiry and prompt responses while the course-specific chatbot helps reduce teachers’ workload and streamline classroom management. In this project, the RAG approach is applied to a discipline-core course named Integrated Design Project (IDP) in the second semester 2023-24. This project-based course consists of 78 EEE undergraduate students with diverse programming experience. The IDP-specific AI chatbot is developed using the Coze platform with a Discord server. To name a few, the main contents of practical knowledge base include the procedures for setting up a Raspberry Pi webcam, the installation process of Jetson Inference library on Jetson Nano, how to use YOLO model for object detection, how to install Jetson inference library on Jetson Nano, etc. The anonymous feedback survey conducted at the end of the course shows high utilization and satisfaction of the chatbot, confirming the effectiveness of this approach in facilitating students’ learning.
Theme: 1. Showcase Project Achievements
Sub-theme: Innovative Technology-in-Education
Poster Presentation Time: 1225-1400; 1500-1600
Venue: I3, Tai Po-Shek-O Room, Lower Level I
Presenter(s)
– Ms Winnie WONG, Educational Development Manager, Centre for Learning, Teaching and Technology, The Education University of Hong Kong
– Mr Vincent CHAN, Educational Development Assistant, Centre for Learning, Teaching and Technology, The Education University of Hong Kong
Abstract
Background and Objectives: This project aims to leverage the immersive capabilities of the metaverse to enhance data security and privacy awareness among students and staff at the Education University of Hong Kong. Develop a series of interactive and engaging educational materials to enhance the understanding of data security principles and data privacy policies. Design and implement a dynamic and user-friendly online platform (Metaverse Space) to host the educational materials, facilitating easy access and learning for target audiences. Methods and Findings: Within this metaverse-based platform, users are presented with practical scenarios that simulate real-world situations involving security-critical concepts. The educational virtual environment is strategically gamified to motivate users through rewarding challenges and progressive levels, bridging the gap between theory and practice. The dynamic simulation exercises allow participants to directly experience the impact of security failures and rehearse protective actions in a risk-free, controlled setting, nurturing applied skills alongside conceptual understanding. The survey results, based on responses from (n=20), indicate that the gamified metaverse prototype is both engaging and effective in teaching data security and privacy concepts. The interactive scenarios and simulations were particularly praised for their usefulness in understanding real-world data security issues. The navigation of the metaverse environment was generally considered easy. Overall, the positive responses suggest that the gamified metaverse is a valuable tool for learning data security, demonstrating its effectiveness in an educational context. Discussion and Perspectives: Leveraging Metaverses data security learning platform offers an innovative and immersive approach to addressing the limitations of traditional training methods, empowering users with comprehensive knowledge and applied skills to mitigate evolving cyber threats.
Theme: 1. Showcase Project Achievements
Sub-theme: 1.2Â Fund for Innovative Technology-in-Education (FITE)
Oral Presentation Time: 1400-1500
Venue: Rose Room, Lower Level II
Presenter(s)
– Dr Jian YANG, Deputy Director of Education Technology (EdTech HKUMed), LKS Faculty of Medicine, The University of Hong Kong
Abstract
The “Students as Partners (SaP)” support framework fosters active interdisciplinary collaboration. Key initiatives undertaken by the Students as Partners Community of Practice (SaP CoP) involve organizing seminar-sharing sessions, hosting internal CoP meetings, and conducting formal consultation sessions for those initiating SaP projects. These efforts offer valuable learning opportunities and continuous support for both educators and students. At HKU, the SaP CoP has developed a Scope, Process, and Levels framework for SaP activities. In partnership with TALIC, the SaP CoP has established a dedicated webpage and featured it in the HKU bulletin. These initiatives have been well-received by students and staff alike, providing meaningful experiences and practical guidelines that significantly contribute to their learning and engagement journey.
Theme: 1. Showcase Project Achievements
Sub-theme: Strategic Development of Virtual Teaching and Learning (VTL)
Poster Presentation Time: 1225-1400; 1500-1600
Venue: K1, Tai Po-Shek-O Room, Lower Level 1
Presenter(s)
– Dr Laura ZHOU, Education Development Officer, Education Development Centre, The Hong Kong Polytechnic University
– Mr Leo WONG, Project Associate, Education Development Centre, The Hong Kong Polytechnic University
Abstract
The flipped learning and teaching approach redefines the traditional classroom dynamic by swapping the order of direct instruction and homework activities. In a flipped classroom, students engage with instructional materials (such as videos, readings, or podcasts) outside of class, freeing up valuable in-class time for active learning, collaborative activities, and deeper understanding. In our quest to promote effective flipped learning and teaching practices, we conducted comprehensive interviews with experienced teaching staff at PolyU, who have successfully integrated this methodology into their course. Their valuable insights were collected and compiled into case studies, which were then disseminated to all teaching staff members through e-newsletters and experience sharing workshops. These teaching cases serve as compelling examples, showcasing the versatility and impact of flipped learning and teaching. They underscore the significance of adapting pedagogical methods to enhance student learning experiences. By shifting the locus of content consumption outside the classroom, educators empower students to actively engage with the material during face-to-face sessions, fostering a deeper understanding and more meaningful interactions.
Theme: 1: Showcase Project Achievements