- Reset all ×
- Oral Presentation ×
- City University of Hong Kong ×
- The Education University of Hong Kong ×
- The Hong Kong University of Science and Technology ×
- Tung Wah College ×
- 1.1 Teaching Development and Language Enhancement Grant (TDLEG) ×
- 1.3 Special UGC Grant for Strategic Development of Virtual Teaching and Learning (VTL) ×
- 1.4 Other UGC grants, Quality Education Fund (QEF), and Quality Enhancement Support Scheme (QESS) ×
- 2.3 Community Engaged Learning ×
Filter Presentations
3 posts found
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)
Oral Presentation Time: 1400-1500
Venue: Peony Room, Lower Level II
Presenter(s)
– Dr Angela LI, Associate Professor, Division of Science, School of Medical and Health Sciences, Tung Wah College
– Dr Monica CHOW, Project Manager, Division of Science, School of Medical and Health Sciences, Tung Wah College
Abstract
Aiming to enhance the job-readiness of our students, an electronic teaching and learning kit for job-ready skill training (e-JR kit) is developed. This e-JR kit consists of three teaching modules that cover the topics of core skills needed for a paraprofessional job as a clinical assistant, including Module 1 Communication skills in the workplace, Module 2 safety and ethical issues in the workplace and Module 3 professional skills in the workplace. The regular industry involvement is a key feature of this e-JR kit project. Different industry stakeholders are continuously consulted, help with the design of real workplace scenarios, and give feedback on the effectiveness of the training. To accommodate the learning preferences of the current generation of students, the content of this e-JR kit is presented in bite-sized topics, such as case scenarios, short videos and small quizzes, and the design is highly visual and interactive. This well-designed kit will help students integrate their skills before employment, and to equip them with skills for a range of possible scenarios in the workplace. To promote the use of the e-JR kit, the completed kit will be shared with other local institutions and our industry partners in the pre-job training of their students and new staff.
Theme: 1: Showcase Project Achievements
Sub-theme: Quality Education Fund (QEF), and Quality Enhancement Support Scheme (QESS)
Oral Presentation Time: 1400-1500
Venue: Camomile Room, Lower Level II
Team member(s)
– Professor Alvin Chung Man LEUNG, Associate Head & Associate Professor, Department of Information Systems, City University of Hong Kong
Abstract
The COVID-19 pandemic has highlighted the critical importance of online learning, where learners must engage in self-regulated learning (SRL) to achieve optimal outcomes. Gamification interventions have been implemented to improve SRL engagement in online environments, but the mixed results of these efforts have raised doubts about their efficacy. This study investigates whether the inconsistent findings can be attributed to a lack of consideration for individual learner characteristics during gamification design. Focusing on Massive Open Online Courses (MOOCs), we examined how gamified performance feedback interacted with learners’ goal orientation, an individual trait known to influence SRL and learning. By tracking the SRL engagement of 760 college students over five weeks using learning analytics, we found that positively framed performance feedback without social comparisons increased SRL engagement and learning outcomes for participants with a strong performance-avoidance goal orientation. Conversely, the same feedback had a negative impact on participants with a strong mastery goal orientation. These findings contribute to SRL theory by demonstrating that the effectiveness of gamification in online learning is contingent on aligning the design elements with individual learner characteristics and highlight the importance of personalized gamification approaches to optimize SRL and learning in MOOC.
Theme: 1. Showcase Project Achievements