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Experience Sharing

Transforming a Large Technical Class into Blended Learning: the Good, the Bad and the Ugly

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In this talk, the speaker shared with the audience his experience, both positive and negative, in preparing and conducting a blended learning course. Issues relating to course content design, online lecture video recording, strategy to encourage class participation and engagement, as well as student feedback will be discussed. A reflection on the potential benefit of blended learning as well as some possible hindrance to its success will be provided.

How to make an impact on education through MOOC and Flipped Teaching?

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How to make an impact on education through MOOC and Flipped Teaching? In this workshop, Prof. Yeh has shared his experience as a practitioner of MOOC and flipped teaching to address questions such as: How should a teacher motivate students to watch video? How can a teacher teach well without giving any homework? How to prevent students from cheating? How to reduce the deviation of students’ learning performance?

2021 Common Core Teaching Excellence Award Sharing Seminar

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In this seminar, teaching award winning speakers will share their experience and strategies to design and deliver their Common Core Teaching Excellence Award winning courses.

Presentations:

It’s a Numbers Game

In this workshop, Prof. Kenneth LEUNG, the recipient of the 2021 Common Core Teaching Excellence Award, will introduce the teaching philosophy and the innovative pedagogical approaches that he has used in his award-winning course COMP2711 Discrete Mathematical Tools for Computer Science.

Gamification in a Laboratory Course

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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.

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.

2020 Common Core Teaching Excellence Award Sharing Seminar

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Futureproofing our students and our teaching - Engaging students in sustainability through interactive teaching styles

SUST 1000 – Introduction to Sustainability is a course introducing students to the full scope of sustainability issues, including perspectives from science, engineering, social science, and humanities. It adopts a flipped classroom design, in which students engage in classroom activities and learn by practicing.

The Nitty-Gritty Common Core: Transdisciplinary Quality, Flexibility, and Experimentation

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Overview:

In this seminar, I will first give an overview of the Common Core at the University of Hong Kong and then move through a series of policies, processes, and programmes that we have created to engage undergraduates with questions of transdisciplinary learning. We are always experimenting with different forms of “transdisciplinarity-in-action” in order to offer students a more integrated and powerful form of learning, both for their university trajectories and to better prepare them for what is to come.