EdTech
CEI Idea Incubation Series: Elevate Learning with Emerging Tech
Gamification in a Laboratory Course
Gamification in eLearning is a new concept in higher education recently. This new approach will provide alternative learning tools and assessments to students, but also promote self-regulated learning and in-depth thinking in their learning journey. A mobile app incorporating games and course materials of each lab session is developed to facilitate virtual teaching and learning beyond the classroom. In the game, players are requested to complete the assigned laboratory quests on an island.
To An Active Learning Environment: How to build it with Miro?
Building an active learning environment in a hybrid or online teaching setting can be challenging. Miro (https://miro.com), as an online collaborative whiteboard platform, allows students to collaborate with peers simultaneously within and beyond classrooms, as well as to collect prompt feedback from teachers during and after the class.
Gamification and Game-Based Learning Series: Chicken or Egg, Course or Game? Where to start designing your game-based learning environment?
This presentation provided insights on two approaches towards developing game-based learning activities, used the examples of (1) gamifying course materials on life cycle thinking compared to (2) the design of a lecture around a serious game about sustainable consumption. Dr. Sauerwein shared the challenges and key takeaways from the two different design processes and experiences from applying both games in class.
To An Active Learning Environment: How to Build it with EdTech Tools?
The adoption of Educational Technology (EdTech) has been gaining popularity in recent years as it helps to boost students’ engagement in the learning journey. During the pandemic time, EdTech also plays an important role in creating an active learning environment both online and in hybrid mode.
Digital & graphical teaching innovations for laboratory instruction and science communication
Overview:
In science education, laboratory is an important learning element for students because it provides opportunities for them to practice science and develop scientific reasoning abilities.
In this seminar, Dr Richard Blackburn shared his work at Leicester which focused on designing activities and instructional methods centered upon better equipping students for their future careers. He also highlight three key projects, and how these projects equip students with transferable skills, science communication skills and problem solving skills.
Engaging students with education technological tools for active learning
Overview:
Engaging students in small and large classes by asking questions/facilitating group work with education technological tools (e.g. Google forms/Apps) is a popular and effective pedagogical supplement to lecturing. In this workshop, Prof Ben Chan and Dr Kenneth Leung will introduce the education technological tools they used to get students prepare before class, engage them and solicit their feedback in-class. Speakers will also elaborate the keys of incorporating these tools to enhance active learning (e.g.
uReply: Quick and Easy Tool to Maximize Students’ Learning
Overview:
In-class time is a precious commodity for instructors. Instructors are often required to deliver a whole lot of content within time constraint, let alone making sure every single student understand the content.