rectangle

質素提升支援計劃項目

background

Development of Online Teaching, Learning & Assessment Solutions

Introduction
New generations nowadays are becoming more immersed in the virtual world under the influence of advanced technology. Shifting teaching and learning pedagogy in response to a changing social environment motivates educational institutions to adopt online and blended-learning courses to better engage digital natives. One of the shortcomings of the online learning systems available on the market now is that they are not congenial to the active participation of students in classes.

The project connects four institutions in Hong Kong to develop a video communication solution with a built-in simultaneous response system and assessment tools. The participating institutions will develop online and blended-learning courses with advanced technology. Incorporating augmented reality (AR), virtual reality (VR), and gamified elements into lessons provides students with a joyful learning experience through interaction. Students could perform multiple learning tasks beyond environmental limitations.

Various research evidence has proved that gamification in educational pedagogy is an effective way to enhance students’ interests, engagement, and performance in lessons. However, some of the self-financing higher education institutions are lagging behind the trend due to insufficient resource allocation. This project will introduce the concept of gamification to instructors in all participating institutions and promote the wide use of technology-infused education.
qessv1
Project Objectives
  • Setting up a video communication solution that has a built-in simultaneous response system to engage students in online classes and also provides solution for online assessment;
  • Develop a VR/AR courseware application that can generate and edit VR/AR contents for various teaching needs and purposes, as well as for a variety of applicable devices;
  • Create 20 online and blended learning courses with game elements and VR/AR technology; and
  • Organize hands-on workshops and seminars to acknowledge teaching staff on technical skills and the conceptual framework of online teaching pedagogy and gamification of course contents.

Click here for more information on the project.

Crio

Crio means “create” in Portuguese. It is a newly developed video communication platform that provides an interactive whiteboard, public/private chat, storage of presentation materials, breakout rooms, and various taps for sharing the computer. A simultaneous response system (uReply) that enables multiple question types (e.g., multiple choices, text, fill-in-the-blanks, Likert scale, direct messages, and value), game-based learning activities (e.g., speed challenge, pick or random, hand-raising, level challenge, group competition, peer review, and peer instruction), as well as various display formats (e.g., chart, word cloud) is incorporated into Crio to motivate students’ participation.

uReply

uReply is a web-based Student Response System (SRS) for use with mobile devices designed to facilitate interactions for learning. uReply incorporates multiple response types (e.g. text, multiple choice, Likerat scale), game elements (e.g. speed competition, peer instruction), and display types (e.g. figures, wordcloud) which can be used to enhance the interaction of online, blended, and face-to-face teaching in the classroom. The integration of Crio with uReply allows teachers and students to use the interactive classroom.

Account Integration

The online teaching and assessment systems are now integrated with each institution’s learning management system (e.g., Moodle). Teachers and students in the institutions can log in to Crio with their own institutional email accounts.