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EdTech

Gamification and Game-Based Learning Series: Chicken or Egg, Course or Game? Where to start designing your game-based learning environment?

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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.

Digital & graphical teaching innovations for laboratory instruction and science communication

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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

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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.