Area of Interest

Over the years, I engaged in several e-learning projects in Higher Education settings including Student Response System, Peer Instruction, and Gamified Learning. Below highlighted my contributions and achievements in these projects.

Transforming Large Classes into Interactive Learning Environment: Implementation and evaluation of blended learning strategies with LMS and Students Response System (SRS)

Large classes are common in Hong Kong Higher Education due to the 3-3-4 curriculum reform in 2012. Facilitating effective interaction with university students in large classes is a daunting task for preserving the quality of teaching and learning. Using the SRS allows teachers to quickly understand their students' needs in a student-centered environment.

This Teaching Development Grant project aims to:

  1. promote blended learning through the use of blended learning innovations beyond the physical classroom environment

  2. To enhance students' opportunities for critical thinking & problem solving during lectures

  3. To arouse students’ engagement in terms of their interest & interaction in classes through feedback from the SRS

  4. To increase the adoption rate of the Learning Management System (LMS)

Training Workshops

Smart Device as SRS in large class

EDtool@PolyU Coaching Session.pptx

Self-help guide of a home-grown SRS - uReply (EDtool)

My contribution in this project contains various activities, such as:

Provided Technical Support & Training

  • Provided one-to-one coaching service to more than 50 teachers from 7 faculties on different SRS

  • Provided in-class support in large classes

  • Designed and delivered Training Materials (self-help guide, videos, wikispace and animations)

  • Provided consultation to other e-learning relevant tools (Learning Management System)

Conducted Data Analysis and Wrote the Technical Report

  • Developed macros, and formulas to produce reliable and consistent statistical reviews.

  • Collected survey data from students and teachers for later assessment.

  • Performed UAT Testing for existing and new tools.

  • Visualized data to the stakeholders (Teachers, Students, T&L centre staff, and Senior Management)

Built up a Community of Practice (COP)

  • Organized regular gatherings for teachers using SRS to exchange new ideas.

  • Created promotional materials to stay in touch with current members (bi-monthly newsletters, and official website).

  • Collaborative with all the stakeholders to promote good e-teaching and learning during the project period.

Deliverables created by me

At the end of this project

  • More than 1,6000 students used the "Clickers";

  • More than 70 Teachers had implemented "Clickers"; and

  • More than 70 subjects, 700 classes had been adopted "Clickers".

Source: Clickers@PolyU Wiki

Peer Instruction with Students Response System (SRS): Using Mobile Devices as Students Response Systems to Transform Large Classes into an Interactive Learning Environment

Based on the TDG project, the project team received funding from the UGC. An interactive pedagogy, Peer Instruction with the adoption of SRS was introduced at participating institutions, The Hong Kong Polytechnic University (PolyU) and The Chinese University of Hong Kong (CUHK).

Peer Instruction

was designed at Harvard University by Professor Eric Mazur.

Conceptests based on widespread student misconceptions are sprinkled throughout lectures. By looking at the student responses in the SRS, such misconceptions in big peer instruction classes can be identified.

A video produced by me to demonstrate the process of Peer Instruction in a large introductory classes

Peer Instruction Training from Harvard University, Mazor Group

Me presenting the Clickers Questions Taxonomy in T&L Centre Workshop (2016 May)

Workshops on Creating Effective Questions for SRS in large classes (2016 May)

My contribution in this project contains various activities, such as:

Provided Technical Support & Training to new e-tools

  • Provided one-to-one coaching service to more than 130 teachers from 7 faculties on different SRS (uReply, Kahoot!, Mentimeter)

  • Provided in-class support in large classes

  • Designed and delivered Training Materials (self-help guide, videos, wikispace and animations)

  • Provided consultation to other e-learning relevant tools (Learning Management System)

Conducted Data Analysis and Wrote the Technical Report

  • Produced reliable and consistent statistical reviews.

  • Collected survey data from students and teachers for later assessment.

  • Performed UAT Testing for existing and new tools.

  • Visualized data to the stakeholders (Teachers, Students, T&L centre staff and Senior Management)

Supported the Scholarly e-Teaching and Learning

  • Provided research/data analysis support to non-education field teachers who would like to disseminate their good practices to the COP.

  • Promoted Evidence-Based/Data-Driven approach that could enhance quality e-teaching and learning.

  • Supported teaching staff in-cooperate their teaching into new teaching methodologies, reflecting teaching practices and attending workshops/conferences

Organized Events/Workshops/Conference related to the e-learning

  • Organized regular gatherings for teachers using SRS to exchange new ideas

  • Designed promotional materials (bi-monthly newsletters, and official website).

  • Designed conference materials (Banner, Proceeding, Conference Booklet and Conference Bag)

  • Working Committee Members of e-learning Forum Asia 2017

Selected deliverables created by me

Video to demonstrate the Good Blended Learning Practice (ft. Valentina Chan)

Publication/Presentation on effectiveness of Using SRS...Know more

e-leaflet and other e-learning conference materials

At the end of this project

The project team earned the QS Reimagine Education award in 2016. Reimagine Education is an international conference and competition for educational innovators from all over the world. The Reimagine Education Awards - the "Oscars" of education — recognize and reward creative initiatives that improve student learning outcomes and employability, with overall winners receiving $50,000 in funding.

Collaborative Learning with Technology - Peer Instructions with Clickers for Large Classes

Photo taken at The Hong Kong Polytechnic University (2016)

  • More than 3,0000 students used the "Clickers";

  • More than 130 Teachers had implemented "Clickers"; and

  • More than 400 subjects, 2500 sessions had been adopted "Clickers".

  • 18 teachers implemented the Peer Instruction and more than 6000 students benefited from this pedagogy.

  • A sustainable homegrown SRS had been provided to every teachers to use since 2016.

Source: https://www.ugc.edu.hk/doc/eng/ugc/activity/teach/PolyU4.pdf

Developing Multidisciplinary and Multicultural Competences through Gamification and Challenge-Based Collaborative Learning

Gamification/Game-Based Learning is being recognized as a motivational affordance for students to engage in active learning. Through global challenges with gamification, this project's main goal is to increase student capacities (21st Century transferable skills) to live, work, and contribute positively as members of global communities.

This project aims to bring the following impact:

  1. Student aspirations, efficacy and confidence toward undertaking offshore learning

  2. experiences and understanding of other cultures.

  3. Key skills for a competent global workforce - critical thinking, collaboration,

  4. communication and creative problem-solving.

  5. Student engagement in designing international learning experiences.

Game-based Learning Experiment

Virtual Reality Mental Rotation Mini Project

Designing Game-based Learning Materials

The eTournament is a virtual competition in which students from various regions create teams to play a strategic education game called PaGamo. They will learn about the SDGs through the PaGamO game platform. Students must also learn about their colleagues' varied cultures and backgrounds. These Online Teams will use synchronous online conversations to explore specific issues related to one SDG in depth.

My contribution in this project contains various activities, such as:

Provided Technical Support & Training

  • Provided one-to-one coaching service to teachers on using SRS embedded Gamified Functions.

  • Provided in-class support in large classes

  • Designed and delivered Training Materials (self-help guide, videos, wikispace and animations)

  • Provided consultation to other e-learning relevant tools (Other Gaming Platforms and Learning Management System)

Designed engaging e-learning content

  • Gamified course materials

  • Produced Flipped Learning materials

  • Suggested relevant e-pedagogy solutions to the instructors

Designed the Evaluation and Assessment Framework for different E-pedagogy

  • Suggested evaluation framework for the project teams in cross-institutional meetings.

  • Decided methodologies (experiment, survey and focus group) to test the effectiveness of the E-pedagogy.

  • Analyzed quantitative and qualitative data to support the effectiveness of the E-pedagogy.

  • Evaluated the effectiveness between different E-pedagogy (Flipped Classroom, Game-based/Gamified Learning, SRS, and Blended Learning)

Selected deliverables created by me

Publications/Presentations on effectiveness of Game-Based Learning...Know more

Supervised Animation Video created by participating students in"Flipped Classroom Promotional Video Trailer Competition" - 1st Runner-up (2018)

Designing Game-Based Learning Experiment at the Smart Classroom

Game Flow Model

This is a model of examining the Flow state, which is a well-known psychological state, to see how those elements promote students' self-regulated learning and acceptance of use in a Game-Based Learning classroom.

Unlike most serious games, learners use GBL primarily to improve their academic performance rather than for the immersive experience.

At the end of this project

  • More than 400+ students joined the experiment and other research activities.

  • Several publications/conference papers were published to prove the effectiveness of Game-Based Learning/Gamified Learning

  • About 12 teachers from more than 4 faculties supported this learning concept in PolyU.

  • About 2,993 students experience in-classes gamification activities via SRS (uReply, Kahoot!, and Badaboom).