News (07 April 2025): Opening Ceremony will begin 1015 at D2-LP-12
Presentation Time: 10:45-11:45 Poster ID #9
Chan Cheuk Mei 11379664
Supervisor: Dr. Louie Hung Tak, Lobo
Title: Teaching Kits of Dodgeball
Abstract
Background & Purpose According to the Education Bureau’s guidelines, Hong Kong schools must allocate only 5%-8% of class time for physical education from junior primary to secondary 3. Dodgeball, with its quick gameplay of 3-5 minutes per game, can encourage regular exercise among students. The dodgeball teaching kits equip PE teachers with resources to effectively teach the sport, promoting physical activity, teamwork, and communication. By providing structured lesson plans and utilizing existing school facilities, these kits ensure inclusive participation and aim to raise awareness of dodgeball as a valuable part of the physical education curriculum.. Methodology The dodgeball teaching kits will include a booklet with variety of drills and activities designed for implementation in physical education classes. Evaluation was conducted through post-test questionnaires for students and one-to-one interviews with teachers for feedback. Based on the feedback, level of difficulties of the poses and sequences of the poses were reconstructed. Design The dodgeball teaching kits consist of seven chapters. Chapter 1 introduces multi-ball dodgeball and its benefits for physical fitness and teamwork. Chapter 2 covers essential skills like throwing and catching, while Chapter 3 outlines game structure and rules. Chapter 4 provides adaptable drills for different skill levels. Chapter 5 focuses on offensive and defensive strategies, and Chapter 6 emphasizes safety and injury prevention. Finally, Chapter 7 discusses assessment methods for evaluating student progress. Together, these chapters equip PE teachers to effectively teach dodgeball in an engaging environment.
Keywords: Dodgeball, Coaching, Teaching
Presentation Time: 10:45-11:45 Poster ID #39
Chan Wing Sum 11379779
Supervisor: Dr. Louie Hung Tak, Lobo
Title: Enhancing Physical Activity among Children through a Gamified Blind Box Challenge
Abstract
Background: Declining physical activity (PA) levels among Hong Kong children aged 9-12 present significant public health concerns. Justification: This project addresses this gap by developing an evidence-based, gamified intervention that combines motor skill development with habit formation principles to promote sustainable PA. Project Statement: The "Active Adventure Box" (運動奇趣盒) leverages intrinsic motivation through animal flow exercises and music-guided cues to make daily exercise engaging and accessible. Method: The intervention incorporated seven progressively challenging movements (e.g., bear crawls, crab walks) with music-guided auditory cues, delivered through an eco-friendly modular blind box system designed for easy replication and distribution. Implementation: Ten participants aged 9-12 randomly trialed one of the challenges, with pre- and post-intervention assessments on PA frequency and motivation levels. Deliverables and Outcomes: The final deliverable, a gamified blind box set, demonstrated immediate efficacy with 80% participant- reported motivation improvement and 90% challenge completion rates during trials. The design allows for seamless expansion to 30-day challenges or family-oriented circuits, showing strong potential for integration into school curricula and community health initiatives. Evaluation: While the single-challenge trial limited longitudinal analysis, results confirmed immediate engagement and high motivation, supporting scalability for school or home use.
Keywords: Physical activity intervention, gamification, motor skill, habit formation, child health promotion
Presentation Time: 10:45-11:45 Poster ID #38
Chan Yi Tsun 11379743
Supervisor: Dr. Louie Hung Tak, Lobo
Title: Learning long-distance running through city hunt
Abstract
Purposes: Many secondary schools have incorporated long-distance running into their curriculum and established cross-country teams. These teams typically train at the sports ground. Nevertheless, running on the same track can become monotonous. This project endeavors to create an engaging game that hopes to sustain students' enthusiasm for running and enriches their understanding of long-distance running, aiming to reduce the risk of injuries among secondary school students. Offering hands-on activities for students to apply their learning through experience is significantly more effective than traditional lecture-based teaching methods. Methodology: Google Earth and Padlet are used as the main platforms in the game. There are 11 running routes in different districts for students to explore. All routes have text descriptions and videos showing the path. Each route will be classified into various levels: easy, medium, and hard. During their run, students are required to complete checkpoints, which include tasks such as answering questions about long-distance running and fitness tests. Each checkpoint carries a different point value based on its difficulty level, ranging from 10 points for the easiest to 50 points for the most challenging ones. Conclusion: In conclusion, this game serves as a teaching tool that can be offered to a wide range of audience, from beginner runner to professional athlete.
Keywords: Long-distance running, city hunt, Google Earth
Presentation Time: 12:00-13:00 Poster ID #33
Chow Chun Kwok 11355943
Supervisor: Dr. Zheng Chen
Title: Coach or teacher can enhance student’s motivation and delight thereby learning basketball skills with demonstration games from the platform
Abstract
Purposes: To establish an online platform that provides visual videos for the coach or teacher, and share the games with certain skills about how to execute them during the lesson. It allowed them to access the platform to learn and require more about these aspects. It will show the videos with certain knowledge and some concepts on how to use games to teach the student with required skills and enhance their understanding of basketball. After watching these videos through the platform, it allows coach or teacher motivate students’ interest and train up the cooperative skills, no matter verbal or non-verbal. As sparking the student interest is not an easy task, this website provides some inspirations that can improves teaching innovation whereas spur the mentor continuing education.
Keywords: Basketball, games, Shooting, lay-up, dribbling, passing, skills
Presentation Time: 10:45-11:45 Poster ID #10
Ho Man Hoi 11379676
Supervisor: Dr. Tse Choi Yeung, Andy
Title: Teaching package of Softball for PE teacher
Abstract
Purposes: This project aims to enhance PE teachers' understanding of softball, enabling them to have the foundational knowledge necessary to teach students in their physical education classes. Nowadays, the lack of a complete softball curriculum design and teaching materials, combined with physical education teachers' unfamiliarity with the sport, highlights the need for better resources, especially as softball continues to grow in popularity in Hong Kong. Methodology: The project will entail creating an online portal that physical education teachers can peruse. Videos on the fundamental softball skills of throwing, hitting, catching, and base running are available on the website. To enhance comprehension, the video will include distinct camera angles, special effects, and concise explanations. Physical education teachers will be able to locate and view demonstrations of various skills with ease because to the website's clear instructions. Teachers can use the video to gain a basic understanding of softball or play it for students to watch. Conclusion: In conclusion, this teaching package answers the queries and worries of teachers regarding softball while offering a strong framework for instruction. By equipping teachers with effective resources and the video with subtitles for explanation, the project helps to improve student results in physical education.
Keywords: Softball, Throwing, Catching, Hitting, Baserunning, online platform
Presentation Time: 10:45-11:45 Poster ID #43
Ho Wing Yin 11379640
Supervisor: Dr. Wong Hoi Wai, Henry
Title: Practice Fencing through the usage of Micro: bit
Abstract
Purposes: The project aims to promote fencing in Hong Kong primary schools by integrating micro:bit technology to create an innovative training tool. It seeks to enhance students' reaction time, accuracy, and cognitive functions while fostering interest in STEM through physical education. By providing a cost-effective solution, the project also addresses the lack of advanced equipment in schools, enabling students to develop foundational fencing skills efficiently. Methodology: Ten primary 4-6 students aged from 9-11 took part in an hour Fencing training to acquire basic fencing skills. Students need to measure their choice reaction time,concentration and accuracy. The set up consists four micro:bits equipped with pressure sensors and a dummy to simulate fencing scenarios. The micro:bits are programmed on makecode.com to measure reaction time and accuracy. They are attached to standard scoring positions on the dummy, and students interact with the system by thrusting at illuminated targets. The training is divided into three difficulty levels: beginner (single light), intermediate (two lights), and advanced (all lights randomized). This setup mimics real fencing conditions, requiring students to scan, react, and make quick decisions, thereby improving their visual search abilities and cognitive functions. Results: Participating students reported that the micro:bit system improved their choice reaction time and helped them practice skills closely resembling real competition. The tiered difficulty levels allowed progressive training, and the instant feedback enhanced their learning. The setup was also praised for its engaging and interactive approach, making fencing practice more dynamic and effective. Conclusion: By merging technology with fencing training, this project successfully enhances students' reaction time, precision, and cognitive abilities. The positive feedback confirms its suitability for simulating real-match conditions, making it a valuable tool for schools. This innovative approach not only supports skill development but also fosters greater interest in fencing and STEM education.
Keywords: Fencing, Choice reaction time, accuracy, visual search abilities, STEM
Presentation Time: 13:30-14:30 Poster ID #31
Hung Cheuk Kiu 11379781
Supervisor: Mr. Ho Yik Kiu
Title: Innovation in Handball Goalkeeper Training: “Technology and AI”
Abstract
Purposes: Handball goalkeepers are the last line of defense, and their abilities determine whether the ball is scored or saved. Positioning is one of the most important skills for a goalkeeper; proper positioning can maximize the blocking area between the shooter and the goal. However, most positioning training is based on the coach’s experience, which is subjective feedback. Moreover, the route of positioning is often not visible; goalkeepers can only follow the shooter’s hand movements during training, yet they often don’t know whether they are correct or not. Methodology: This study aims to develop tools for: 1providing visual aids to help goalkeepers understand if they are in the proper position between the goalkeeper 2. offering objective statistics about their positioning, including movement time. 3.ensuring they maintain proper posture during positioning. Results: The technology of Micro:bit, infrared sensors, and AI posture detection from Scratch was combined to create a goalkeeper positioning training system. This system consists of two tools: the "Shooter Handball Sensor" and the "Goalkeeper Receiver." When the shooter raises the sensor and presses the button, the goalkeeper is required to move their trunk (wearing the receiver) to point toward the shooter (sensor). The goalkeeper’s posture is detected by a camera, and their movement time and posture are displayed on the Scratch each time.
Keywords: Handball Goalkeeper, positioning, Micro:bit, infrared sensors, Scratch
Presentation Time: 13:30-14:30 Poster ID #1
Kan Sum Yi 11377721
Supervisor: Mr. Ho Yik Kiu
Title: A digital parkour game that strengthens theoretical knowledge for secondary students who are learning for HKDSE PE
Abstract
Purposes: This project constructed a digital parkour game through an existing game software containing partial inbuilt Hong Kong Diploma of Secondary Education (DSE) Physical Education (PE) theoretical knowledge and visualized mechanism. Gameplay is relatively interesting and engaging because it is challenging and interactive with multiple instant visual or auditory feedback. This project aims to let students learn through gameplay to enhance their knowledge level and cater to the increasing percentage of candidates of DSE PE. Methodology: After the game was completed, it was individually demonstrated to people in different ages and fields, and random players from the game software. Verbal feedback and suggestions were collected, modifications were made to improve the game. The revised game was then introduced to two secondary schools, where thirteen Secondary Five DSE PE students from 2 secondary schools were selected through voluntary response sampling, they participated for four weeks game trial with at least four times of gameplay. Pre – and post – test by questionnaire is conducted to measure the participants’ knowledge level, gameplay frequency and opinion to the game. Simple comparative analysis is used to assess whether participants have improved their knowledge after engaging in the game. Results: Comparing the pre- and post-test results showed that most students significantly improved their theoretical knowledge after four weeks of play. They also found the game to be engaging and enjoyable. Conclusion: In conclusion, this digital parkour game enhanced students’ theoretical knowledge in DSE PE, while providing an option as an engaging educational tool for DSE PE students.
Keywords: Digital parkour game, Hong Kong Diploma of Secondary Education (DSE), Physical Education (PE), Theoretical knowledge, Learning through gameplay, Educational tool
Presentation Time: 10:45-11:45 Poster ID #11
Lam Chun Hung 11359004
Supervisor: Dr. Leung Ka Man, Carman
Title: Volleyball pre-workout teaching kit for Secondary School Physical Education
Abstract
Introduction: The research is based on the Health and Skill-Related Components (HSRCs) of fitness, which include power, speed, agility, reaction time, balance, body composition, and coordination, in addition to the athlete’s technique and level of competency in volleyball motor skills. A well-designed warm-up can mentally and physically prepare athletes for increasing blood flow to active muscles, raising core body temperature, enhancing metabolic reactions, and improving joint range of motion. These effects can boost athletic performance by enhancing oxygen delivery, improving the rate of force development, preventing injury, and maximizing strength and power. Indeed, warm-up procedures that are consistent with the needs, goals, and abilities of each athlete should be considered an integral component of volleyball practice and competition. Purposes: HSRCs play a vital role in the success of volleyball players. Through the online platform, students can access to 50 training resources and exercise demonstrations. The project is expected to improve their physical fitness and preparing them for volleyball play. Methodology: The project will establish an online platform where students can access training resources, workout routines, and exercise demonstrations at their convenience. Collaboration with school coaches and physical education departments will be sought to ensure proper implementation and guidance. Results: This project aims to address the performance disparity by designing a comprehensive training package specifically for secondary school students. By providing a dedicated volleyball pre-workout training package, it aims to create an accessible and effective training program that enhances the HSRCs of secondary school students for optimal volleyball play. Conclusion: The project will deliver a structured training program and resources to the target beneficiaries according to HSRCs.
Keywords: N/A
Presentation Time: 13:30-14:30 Poster ID #44
Lee Kwan Yi Ivy 11363017
Supervisor: Dr. Chow Chi Ching, Gary
Title: Enhancing Basketball Skills with VR: A Reaction and Decision-Making Trainer
Abstract
Purposes: This study aims to develop a virtual reality (VR) basketball shooting game to enhance visual search, decision-making speed, and basketball skills among junior high school students and basketball enthusiasts. Basketball is a sport that requires rapid decision-making and precise movements, and traditional training methods are often limited by weather conditions and field restrictions. VR technology provides an immersive and controllable environment for players to practice and improve their skills without being affected by weather. Methodology: This VR game is divided into three levels, each with different challenges and requirements. The first level focuses on basic visual and motor coordination skills; the second level adds response time, requiring players to shoot after the signal light changes color; and the third level involves shooting from random positions, increasing the game's complexity and realism. The game uses a first-person perspective and provides real-time performance data and feedback. Results: "Reaction Basketball," this VR basketball shooting game has been successfully developed and provides an effective platform for basketball training. The game has been designed as an engaging and progressive environment that enhances basketball skills such as visual search and decision-making speed for the target audience. The entire game is divided into three levels, each with different challenges and requirements, and provides real-time performance data. Conclusion: This project successfully developed a VR basketball game for training, validated through testing and surveys. Results indicate the game provides an innovative approach to enhance user performance, positively impacting basketball skill development.
Keywords: Basketball, Reaction Training, Decision-Making Training, visual search , Virtual Reality (VR)
Presentation Time: 12:00-13:00 Poster ID #34
Lee Wing Yung 11291496
Supervisor: Dr. Wong Ming Yu, Claudia
Title: Enhancing students’ mental health through Wushu Taolu mindfulness exercise videos
Abstract
Purposes: This capstone project explores the integration of 3 Wushu Taolu categories (Nanquan, Changquan, and Tai Chi Quan) techniques with mindfulness protocols to enhance students’ mental health. By developing instructional videos, the project seeks to create an educational tool to address the growing need for mental health awareness, particularly among students facing academic pressure. It also seeks to address the research gap by examining whether Nanquan and Changquan can effectively cultivate mindfulness, similar to Tai Chi Quan, which has been demonstrated to be effective in existing research. Methodology: A four-part instructional video series was produced, covering topics of fundamentals knowledge, body control, body awareness, and mindful breathing. 5 secondary school students (2 males, 3 females) participated in a 45-minute tryout lesson. They were invited to watch the series and follow the exercises introduced. Participants were required to fill in a standardized questionnaire with both qualitative and quantitative questions after the lesson. Results: After practicing the techniques, most of the participants reported feeling significantly more relaxed and calmer, with all participants finding the techniques “very effective” or “effective” in enhancing mindfulness skills taught with Nanquan and Changquan techniques. Conclusion: In conclusion, the project successfully demonstrated the effectiveness of integrating mindfulness and Wushu Taolu techniques, especially Nanquan and Changquan, in promoting mental well-being. The instructional videos were well-received, with participants appreciating the clarity and connection between mindfulness and Wushu Taolu. Feedback highlighted areas for improvement, such as providing alternative perspectives, suggesting potential for further refinement and broader application.
Keywords: Mental health, Mindfulness, Wushu Taolu, Youth
Presentation Time: 10:45-11:45 Poster ID #12
Leung Ka Man 11355929
Supervisor: Dr. Leung Ka Man, Carman
Title: Enhancing Primary School Students’ Physical Activity Level, Motivation and Fitness Performance: Go Fitness Card Game
Abstract
Background & Purpose: Recent evaluations from the Hong Kong report card indicate a decline in children's physical activity and fitness levels, with grades dropping from C- in Overall Physical Activity in 2018 to D- in 2022, and a D grade in Physical Fitness Level. This deterioration necessitates intervention to enhance physical activity and fitness among Hong Kong's children. The project aimed to develop a card game to increase students' physical activity levels and fitness performance, while also motivating them to participate in physical activities beyond physical education classes. Methodology: The card game was designed for primary school students to play during recess in school. Each set of card game was available for 2 to 6 players to play within 10 to 20 minutes per session. A total of 8 participants are tasked with completing various fitness and stretching exercises based on card instructions, focusing on muscle strength, muscle endurance, flexibility, and cardiovascular endurance. The game offers beginner and advanced levels to cater to different participant abilities and includes both game cards and demonstration cards for exercises. Evaluation was conducted using fitness tests and questionnaires before and after the 8-week intervention. Results: The intervention indicated a modest increase in intrinsic and extrinsic motivation within the Intervention group to engage in physical activities, along with improvements in sit-up performance and 9-minute running assessments after 8 weeks. Conclusion: The 8-week card game intervention program exerted a slight positive effect on fitness performance, physical activity level, and motivation of primary school students to engage in physical activity.
Keywords: Board Game, Fitness Performance, Physical Activity Level, Physical Activity Motivation, Primary School Students
Presentation Time: 12:00-13:00 Poster ID #17
Mok Ho Chi 11355967
Supervisor: Dr. Zheng Chen
Title: Fitness teaching kit for Hong Kong secondary schools’ sports team (basketball, volleyball & handball)
Abstract
Purposes: The objective is to create a fitness teaching kit for secondary school’s sports team (basketball, volleyball & handball). This kit will provide them with the necessary skills and information to improve student's physical health and performance while reducing the risk of injury. The project aims to fill this gap by developing a fitness teaching kit that will be invaluable to coaches in schools across Hong Kong. The need for comprehensive general fitness training programs tailored to the specific needs of ball teams justifies this endeavor. Methodology: The fitness teaching kit will utilize a website as the primary platform, incorporating text, images, and videos. The content will be divided into several sections, such as safety guidelines and instructions, equipment overviews and descriptions, and a general fitness introduction with accompanying videos. The exercises featured in the kit are designed to enhance various fitness components using different equipment, targeting muscular strength and endurance, power, agility, coordination, balance, and stability. Significance of study: The project addresses the essential needs for structured training resources. It enhances student performance and health by improving key fitness areas while reducing injury risks through safety guidelines. The kit fills an educational gap by providing tailored resources for ball sports, which support coaches with accessible, expert-led content. Additionally, it promotes sports development in Hong Kong by equipping young athletes with tools to excel, fostering a stronger sports culture and future talent. Overall, it benefits students, coaches, and the educational community.
Keywords: Resistance training, Fitness training, Student athlete, Coach
Presentation Time: 13:30-14:30 Poster ID #18
Ng Lok Ching Sonia 11355931
Supervisor: Mr. Chan Ching Yat, Roy
Title: An Immersive Storytelling Package for Teachers to Develop FM Skills in Primary School Physical Education
Abstract
Background: Fundamental movement (FM) skills are the foundation of children's physical development and overall well-being. However, traditional teaching methods often lack engagement, creativity, and fun. This study proposes an immersive storytelling approach to enhance primary school physical education. By creating a visual and realistic learning environment, it aims to increase student motivation and deepen their understanding of technical skills. Methods: The project involves curriculum development, implementation, and collaboration with PE teachers to evaluate the method's real-life effectiveness. Deliverables include a storytelling package with teaching materials and a guide, disseminated through an online platform. Feedback surveys from teachers and students assessed the method's effectiveness and enjoyment. Result: The survey results from both teachers and students show high satisfaction (85% rated 4-5/5) for the immersive storytelling approach in physical education. 90% of teachers found it engaging and 85% effective, particularly for P.1-P.2 students Similarly, students expressed enthusiasm in including animation, sound effects, and story elements (85% rated 4-5/5) and 80% reported increased classroom engagement. Challenges for teachers include increased workload (30%) and hardware/space limitations. Students also suggested adding more games or activities to further enhance the experience. Overall, this approach was positively received, demonstrating the potential to enhance student engagement and learning. However, workload, hardware requirements, and student diversity should be considered for broader implementation. Conclusion: This study uses an immersive storytelling technique to improve FM skills and provide interesting class ideas in physical education for P1-3 students. By providing a comprehensive curriculum and materials, the project expects to improve skills, engage students, and integrate the storytelling method into regular curricula, thereby promoting physical development and well-being among primary school students.
Keywords: Immersive storytelling package, fundamental movement
Presentation Time: 13:30-14:30 Poster ID #4
Ng Lok Wai 11355981
Supervisor: Mr. Chan Ching Yat, Roy
Title: Enhancing Athletic Meet Event Management: An Online Platform for Teachers to Learn Professional Rules and Management Skills
Abstract
Background: Athletic meet is an important event in both primary and secondary school. Generally, the PE teacher assigns some of the referee position to other non PE subjects teachers. However, most of these teachers lack knowledge related to track and field officiating. Although there are some written instructions on managing referee duties, these do not specifically address athletic meets and the content is often too complex and difficult to understand. There appears to be a lack of a structured video introduction on online platforms designed to assist teachers in conducting athletic meets in schools. Aim: To create an online-platform which provides videos for in-service teachers , sharing ideas on how to organize and manage all of the track and field events in school athletic meets and basic rules in each event. These resources are provided with essential information that is easy to understand. Method: This online platform will benefit all school teachers. The capstone project is divided into five stages: i) Information collection, ii) Information analysis, iii) Video production, iv) Online platform construction, and v) Amendment. Additionally, the platform will be tested in several schools to gather feedback in real-life situations. Conclusion: This online platform provides videos with professional knowledge of track and field rules and shares ideas on organizing each event. It gives in-service teachers a basic understanding of managing referee positions during athletic meets. This resource enhances the fluency of conducting athletic meets and reduces safety issues.
Keywords: Athletic Meet, Online Platform, Track and Field
Presentation Time: 13:30-14:30 Poster ID #32
Ngai Lok Ching 11356014
Supervisor: Mr. Chan Ching Yat, Roy
Title: Cultivating children’s basic cycling attitude, knowledge and skills through a comic
Abstract
Purpose: This comic aims to help primary 5 to 6 students to learn the basic cycling attitudes, knowledge and skills. Cycling is common in Hong Kong nowadays. Meanwhile, many people lack the basic attitude, knowledge and skills, which causes risks, injuries and inconvenience. To address the problem at its root, education is needed. The educational cycling comic is therefore designed for primary 5 to 6 students. Methodology: The comic consist of two chapters——“Before Cycling” and “During Cycling”. The first chapter include seven shorts stories that explain the values, knowledge and skills people should know and do before cycling. Meanwhile, the second chapter involves five short stories educating people things that they should execute during cycling. To help students grasp the ideas more effectively, each story comes with a presentation slides for educators to use as teaching material that illustrates the key points and applies the information to reality. To examine the effectiveness of the comic, twenty-two primary 6 students took part in six cycling classes. They were allocated to two groups. Group 1 is required to read the comic and be taught by me using the slides while group 2 only need to read the comic. Pre- and post-intervention measurements of cycling attitude, knowledge and skills were recorded. Results: Significant difference in improvement of cycling knowledge and skills among both groups was found. Conclusion: In conclusion, the comic is effective in boosting children’s cycling knowledge and skills. To improve their attitude, providing them with cycling experience may be needed.
Keywords: Cycling, educational comic, cycling attitude, knowledge and skills
Presentation Time: 10:45-11:45 Poster ID #19
Shum Wai Pang 11358995
Supervisor: Dr. Tse Choi Yeung, Andy
Title: Game-based teaching package of badminton for non-badminton major PE teacher in primary school
Abstract
Badminton is one of the sports under the learning topic according to the PE Key learning area by the EDB, and it is one of the most difficult sports for teachers to teach. Not only because the related skills involve a lot of complex elements, but also because most of the schools lack enough facilities, most of the teachers are facing these challenges especially non-badminton major physical education (PE) teachers in primary school. This project aims to address the challenges faced by non-badminton major physical education (PE) teachers in teaching badminton to primary school students and also encourage PE teachers to teach badminton in a game-based approach (GBA). The project was conducted as an online platform to provide different game-based approach activities, each activity with video words and picture descriptions. The expected number of beneficiaries was around 30 people in two months. The implementation plan started with game design and online platform creation. The video shooting part was conducted with the 1357th Cub Scouts, and the online platform will be delivered by the Internet. A questionnaire will be the outcome measurement tool to evaluate the performance of an online platform.
Purposes: This project aims to provide some teaching activities or ideas in a game-based learning way about badminton for non-badminton major sport PE teachers in primary school. Teachers can through this teaching platform to increase students’ learning interest, also encourage non-badminton major sport PE teachers to try to teach badminton in primary school. Methodology: twenty P4 to P6 primary school age children as a game demonstration and take some video as a record to test the activities designs. All activities will be device as 4 parts, which are ball sense, footwork, clear shot service and clear shot return, each part will have one skill developing game and one application game. Those videos will be edited as the recourse of online platform and share to all teachers who want to use. Results: Positive feedback from participants and teachers, those activities are bringing new images of learning badminton in PE lessons, students are willing to invest more time in badminton, teachers also think that the online platform provided new ideas for them to design lesson plan when they need to teach badminton, but some of the activities might significantly affected by weather. Conclusion: In conclusion, online platforms can increase students’ learning interest in badminton and help teachers to preparate lesson, but the affected from weather still cannot be eliminated.
Keywords: Badminton, Game-based Learning, Primary School, Teaching Package
Presentation Time: 10:45-11:45 Poster ID #45
Siu Ngai Yiu 11379688
Supervisor: Dr. Wong Hoi Wai, Henry
Title: Designing an AI Movement Detection Mobile Application to Facilitate the Skill Acquisition of Western Folk Dance
Abstract
Purposes: This AI movement detection mobile application aims to consolidate students’ dancing skills of Western Folk Dance and enhance students’ self-directed learning by allowing students to check their movement accuracy when performing the dances. In Hong Kong, dancing is one of the underprivileged sports events and it can be observed that only a minority of schools include dancing in their PE curriculum. To address the problem of overlooking the importance of learning dancing, this mobile application helps enhance students’ body coordination, physical and rhythmic sense, thereby further fostering PE developments in dancing and other sports events as well. Methodology: Participants are invited to perform 4-6 types of Western Folk Dances and their dance moves will be recorded. Using App Inventor and its extension “PoseNet”, key body points such as shoulders, hip, wrists of the individuals will be detected. Based on the positions of key body points, specific posture or movements can be predicted and stored in the application. Participants’ recordings will be used as posture samples, as well as for refining and verifying whether the application is functioning properly. The final product will be an application that allows students to check their movement accuracy based on how similar the dance moves of the teachers and students are. Conclusion: In conclusion, the AI movement detection mobile application contributes to facilitate the skill acquisition of Western Folk Dances and to further promote dancing which reaches an innovative approach in teaching and learning dancing.
Keywords: Western Folk Dance, Movement Detection, STEAM in PE, Motion Analysis, Machine Learning
Presentation Time: 13:30-14:30 Poster ID #2
Su Pak Lok 11379808
Supervisor: Dr. Chow Chi Ching, Gary
Title: Active Futures: Boosting Student Motivation through Digital-based Physical Activity
Abstract
Purposes: The project aimed to enhance students' interest in sports by creating an AI-based digital sports fitness app with body movement tracking ability. In Hong Kong, nearly 60% of secondary school students and over 70% of primary school students experienced enhanced screen usage, which led to a significant decline in sports participation (Huang et al., 2023). The project aimed to redirect electronic devices into sports activities, create health-promoting behavior, and reverse sedentary lifestyles among school students. Methodology: The project took place in three phases: Preparation, Implementation, and Adjustment. In the Preparation phase, collaboration with an IT company facilitated the development of an operational prototype in six months. The Implementation stage involved two visits: one to an NGO activity and another to secondary school physical education classes. The responses were collected via 40 participant questionnaires comprising members of the public, teachers, and students. The responses revealed interface problems, gaming involvement, and player autonomy. The Adjustment phase was focused on the refinement of app features via this feedback, and the graphics, user interface design, exercise training animations, and delays were refined. Results and Conclusion: Initial findings showed immense enthusiasm for interactive feedback systems, significantly increasing student engagement and satisfaction. The app could turn screen time into exercise opportunities, making exercise more fun. This project provided valuable lessons to teachers and NGOs, paving the way for a culture of health and exercise, ultimately raising a generation that views fitness as a sustainable way of life.
Keywords: Motivation, Digital-based physical activity, Artificial intelligence (Al), Body motion tracking
Presentation Time: 10:45-11:45 Poster ID #20
Tse Yee Hin Rico 11379731
Supervisor: Dr. Wong Hoi Wai, Henry
Title: A board game designed for Secondary School Physical Education Elective students to facilitate knowledge acquisition and review
Abstract
Purpose: This capstone project seeks to address the existing gap in game-based learning resources for the Secondary Physical Education (PE) Elective by designing an innovative board game as an educational tool. The primary objectives of this project are to develop an engaging and interactive board game that facilitates students' acquisition and review of knowledge related to the PE Elective. Furthermore, the game is intended to enhance students' ability to apply PE knowledge in practical scenarios, thereby fostering critical thinking and problem-solving skills. Additionally, the project aims to increase students’ motivation and interest in learning by providing a dynamic and enjoyable educational experience. Design: The board game is divided into nine themes according to the curriculum structure of the PE Elective. There are 50 question cards in each of the theme. Students draw the card alternately and collect it by answering the question on the card correctly. Methodology: Six participants from Secondary 4 to 6 who study in PE Elective were recruited for the game trial and completing a post-game questionnaire designed to gather insights regarding their experiences and feedback on the boardgame. Additionally, face-to-face interviews will be conducted with schoolteachers to assess the board game’s design and to collect professional feedback. Result: A significant finding is that over 80% of participants reported satisfaction with their overall experience, highlighting the game's positive reception. Conclusion: The board game demonstrates strong potential as an engaging and effective educational tool.
Keywords: Boardgame, PEDSE, Physical Education, Learning Tool
Presentation Time: 10:45-11:45 Poster ID #36
Wong Man Ching 11355979
Supervisor: Dr. Leung Ka Man, Carman
Title: Effective Talent Development: Student-athletes’ perspectives on HK Sports
Abstract
Introduction: Research is limited on the design and implementation of effective talent development environments (TDEs) in Hong Kong. TDE refers to the coaching and development environment that nurtures and guides young athletes to reach their full athletic potential, particularly goals and systems related to student-athletes. The Athletic Talent Development Environment (ATDE) model describes how athletes’ micro- and macro-environments interact to support or hinder talent development. Purposes: This study qualitatively explored the micro-environment of the TDE in Hong Kong using the ATDE model from Hong Kong female student-athletes’ perspective, using the walk-along method. Methodology: Six representative female student-athletes joined the study. They were from 6 different HK team sports administratively and technically supported by Hong Kong Sports Institute. All participants video recorded their athlete's entire day's schedule and the standardised interview guide of ATDE model was used in the walk-along interview. Results: Hong Kong female student-athletes face an underdeveloped talent development environment. Even though there are some success factors, including “strong support from coaches and family”, “persistence and hard work”, and “structured development”, they are facing persistence challenges such as “limited resources“, ”academic pressure” and “the need for better resource allocation” …… Conclusion: Hong Kong’s talent development structure and environment are improving, however, substantial improvements are still needed to enhance the overall talent development environment for student-athletes in Hong Kong.
Keywords: Athletic talent development environment, student-athletes, walk-along interview
Presentation Time: 10:45-11:45 Poster ID #23
Yip Tung Ho 11379767
Supervisor: Dr. Tse Choi Yeung, Andy
Title: Teaching package of volleyball for non-volleyball major PE teachers
Abstract
Purposes: This project aims to address the challenges facing by non-volleyball major physical education teacher. A website with 6 videos will explain the main skills in volleyball. The video can be used as the preparation for teachers or a demonstration example for students to watch during the PE lesson. Methodology: The project will entail creating an informative website with detailed information on each volleyball skill type. To help users (PE teacher or students) comprehend, the website will include comprehensive explanations, visual aids, and examples. Some common mistake will be shown in the clips and also the solution for these problems. The website will be user-friendly, with search features and filtering choices to help teachers navigate and discover drills quickly. Conclusion: In conclusion, the website contributes as a tool for the non-volleyball major teachers to optimize their preparation and teaching of a volleyball PE lesson.
Keywords: Volleyball, Teaching kit, Demonstration videos, Physical Education