TLIP
A Journey of Synthesis at HKUST
Blended Learning ≠ Video Making - My joyful journey of moving a course out of traditional lecturing
Creating Meaningful Learning Experience in Experiential Learning Course
Lifting the bulk: improving a large-enrollment introductory course via student-centered learning and assessment
Community For Enhancing Intercultural Learning Experiences - Drop-in meeting 2023
Members of this Community and the wider University community are invited to drop in to touch base and discuss the activities of this group.
This Community has been in existence since September 2020. The Community’s mission is: To contribute to and innovate existing structures in order to foster understanding and inclusiveness and enhance students’ intercultural learning experiences.
These are specific objectives that the Community has been working towards:
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.
Diversity = Strength: Film Festival & Student Forum
This film festival and student forum, organised by the University’s Community for Enhancing Intercultural Learning Experiences, will showcase Hong Kong’s diversity and the power of multiple points of view. Five films will be shown over a two-week period. Special guests will be invited to speak at the different film screenings. At the half-day forum following the screenings, we will explore the themes of the films and what diversity means to us as individuals and a society.
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.
Community for Enhancing Intercultural Learning Experiences: Creating Inclusiveness in Materials and Learning Facilitation
THE SESSION
When preparing materials for students, instructors may often find themselves focusing primarily on the subject content. Much less attention tends to be given to how pedagogy includes or excludes different groups that our students represent. Nevertheless, it is important for educators to be sensitive to the diverse backgrounds of learners in their classrooms and society at large.
Pagination
- Page 1
- Next page