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Professional Development and Training Workshops

Using “Meaningful Gamification” in Education: Why and How? 

Dr HEW Khe Foon, Timothy (Associate Dean (Research Higher Degree), Faculty of Education, the University of Hong Kong)

01-04-2022

Dr. HEW Khe Foon, Timothy has drawn upon 5 theoretical perspectives, He has presented a theory-driven “meaningful gamification” model. This model has been empirically tested in several courses since 2017. He has highlighted some of the important findings regarding the effect of this model on student engagement. He also has discussed some of the main lessons learned.

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Effective Online Pedagogy

Dr Fred KU (Associate Dean (Undergraduate Studies), CoDirector of Integrated BBA Program, Business School, the Chinese University of Hong Kong)

14-04-2022

In this webinar, Dr. Fred KU has explored student’s attitude, perceived effectiveness and the major challenges of online classes based on a survey done in CUHK Business School. Then he has discussed ways to enhance student online learning experience, including good practice for leading synchronized class, promoting virtual collaboration and conducting e-assessment. In particular, he has demonstrated examples of game-based learning and virtual flipped classroom and how these pedagogical strategies can impact student’s learning journey. Finally, he has also demonstrated some silver linings to our struggles with online education – a potential paradigm of future education.

Creating Videos for Teaching and Learning

Dr Jasper V AN HOLSTEIJN (Associate Director, Office of Service-Learning, Lingnan University)

04-05-2022 

Dr. Jasper VAN HOLSTEIJN to teach the participants’ how to use appropriate applications to edit video materials for educational purposes with free and easy-to-use software.  Teachers with non-technical backgrounds can learn how to combine and edit different videos, add voice-overs, and make their videos more dynamic by using b-roll (stock) photos and videos.

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Press Start! Level up your class through gamification

Mr. Donn GONDA (Instructional Designer, Centre for the Enhancement of Teaching and Learning cum Lecturer, Faculty of Education, the University of Hong Kong)

04-05-2022

Mr. Donn GONDA delivered the workshop “Press Start! Level up your class through gamification” to explore various gamification examples with participants to broaden their perspective on applying gamification in teaching and demonstrate the positive effects of gamification in engaging students online.  The workshop allowed the participants to create a simple gamification design.

Gamification in course design - move to digital gamification in asynchronous and synchronous tasks 

Dr Pavandeep Ahuja (Assistant Professor, Faculty of Arts and Humanities, UOW College Hong Kong)

13-05-2022 

The unprepared push into the complete digitisation of learning during the COVID-19 pandemic has led educators facing new challenges stemming from less self-disciplined students and students losing attention quickly.

Gamification makes the learning experience more enjoyable and engaging. Applying elements of gamification may motivate learners to complete specific tasks, and thus, increase user retention with content. Furthermore, digital gamification may promote more engaging interaction to serve as a powerful pedagogical tool for blended learning, especially when considering asynchronous and synchronous interactions as a required condition of learning

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Using SMACT Technologies to Facilitate Teaching

Dr. Joseph KONG (Lecturer, Department of Business Administration, Hong Kong Shue Yan University)

15-09-2022

Millennials and Digital Natives have their preferred ways of communication and content consumption. With the advancement of SMACT (i.e., Social, Mobile, Analytics, Cloud and IoT) technologies, educators could rethink such digital transformation, exploring features of various technologies and suiting students’ habits to deliver course materials.

 

This workshop covered the following topics and demonstrations:
• SMACT and digital transformation for university teaching and learning.
• Use of social media and mobile apps to better connect with students.
• Settings in OBS Studio for live streaming and recording.
• Analytics to explore students’ engagement and needs.
• Assignment supervision with OneDrive.

Workshop on EDVR - The Online VR Courseware Application

Mr. David YEUNG (Software Engineer, Edvant eLearning Limited)

20-09-2022 & 17-10-2022

The workshop introduced EDVR, a new VR content enrichment platform for educators.

Developed by Edvant and recently made available to all Shue Yan users, EDVR empowers users to create VR content with little technical background. During this workshop, the possible applications of EDVR were explored. The simple workflow of content creation, from preparation of media and adding interactions, to playing the final product and gaining insights from reports, was demonstrated.

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Using Technology to Enhance Learning and Engagement

Dr. Anthony WONG (Associate Professor, School of Computing and Information Sciences, CIHE); Mr. David YEUNG (Software Engineer, Edvant eLearning Limited)

07-11-2022

The workshop introduced two applications - uReply and CRIO to the attendees. It demonstrated how to engage students in learning with the features of uReply and CRIO.

Online Workshop on “Chatbot Development”

Mr. Leon Lei and Ms. Cindy Liang (E-learning Technologist, Technology-Enriched Learning Initiative and Learning Designer, Centre for Information Technology in Education)

28-11-2022

The potential and affordances of AI in education were discussed in the first part of the event (the webinar), along with some examples of AI tools for classroom engagement and assessment. In the second part of the event (remote workshop), participants had hands-on experience with the free chatbot tools in the workshop. Through the workshop, participants could reflect on better practices and design considerations in AI-facilitated learning and teaching.

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XR in Education Practices and Research

Dr. Nick Lau (Associate Professior, Department of Jorunalism and Communication, HKSYU)

17-02-2023

This seminar provided educators with an understanding of XR technologies and the possibilities of applying them to teaching and learning practices and related research. A sharing section was introduced to trigger further discussions on the use of XR technologies in education. The seminar comprised (1) an understanding of the XR family; (2) Case studies of educational XR; and (3) a discussion of the future development of XR in education.

The Use of Virtual Technology in Enhancing Teaching-Learning Process

Prof. Johnson Chan (Assistant Professor, Department of Geography and Resource Management, CUHK)

24-03-2023

This workshop is a sharing on the use of virtual technology in tourism related courses. The speaker will share the teaching experiences, observations and challenges based on some examples of VR and AR platform development in teaching projectos in the past few years. 

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Creating the Unseen:
Applications of Generative AI in Teaching and Learning

Dr. Leon Lei (Senior Educational Technologist, the University of Hong Kong

12-04-2023

Generative AI is a rapidly evolving field that has the potential to transform the way we teach and learn. From creating personalized learning materials to generating new ideas and perspectives, generative AI can help us explore the unseen and unlock new possibilities for education.


In this workshop, the basics of generative AI and its applications in teaching and learning are explored. Some of the most exciting examples of generative AI in education, are discussed such as using AI-generated content to supplement traditional learning materials, or using AI to create personalized learning experiences tailored to each student's needs and interests.

The Changing Landscape of Blended Learning: Flipping Threats to Opportunities to Prepare Future-Ready Graduates
Dr. Paula Hodgson
13-04-2023
Being one of the pioneers in advocating technology-mediated learning in Hong Kong, Dr. Hodgson shared her insights from her past research on technology-enriched teaching and learning, assessment in higher education, and massive open online courses, as well as from her working experience in local higher education sector since 1997. 
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In-house Developed VR Learning Materials - Showcases: Early Childhood Education VR Play-based Classroom

Dr. Chim Ka Man Carmen (Senior lecturer cum Programme Leader of BEd (Hons) in Early Childhood Education, CIHE) and Ms. Li Ka Yiu Kathy (Lecturer, School of Humanities and Languages, CIHE)

02-05-2023

The COVID-19 pandemic has significantly impacted the education sector, resulting in school closures and the suspension of in-person learning and teaching. The resulting challenges have impacted both lecturers and preschool student teachers (PST) because they were facing difficulties in their teaching process and gaining practical teaching experience, respectively.

This presentation aims to share the development process of VR teaching and learning tool for the course, “Integrated Play Based Curriculum and Environment Planning, Implementation, and Evaluation in Early Childhood Education” and explain how to apply the VR teaching and learning tool in the course to provide PTSs’ opportunities to link theories into practice.

It also provides a platform for student teachers to gain practical experience in organizing a play-based kindergarten classroom environment virtually, regardless of location or time, and improves their pedagogical and knowledge skills.

During the presentation, the speaker will demonstrate the application of Early Childhood Education VR Play-based Classroom.

In-house Developed VR Learning
Materials - Showcases: Developing a Virtual Reality Program to Engage Students’ Learning on Disaster Triage

Dr. Chim Ka Man Carmen (Senior lecturer cum Programme Leader of BEd (Hons) in Early Childhood Education, CIHE) and Ms. Li Ka Yiu Kathy (Lecturer, School of Humanities and Languages, CIHE)

02-05-2023

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Disaster Nursing & Management (NUR413) is an elective subject of year-4 Bachelor of Nursing program. The aim of this subject is to enhance the knowledge & skills of nursing students who will be deployed to the disaster field to participate in medical rescue when they become a registered nurse in future. One important task of disaster management during the response phase is to do triage for big disasters or mass casualty incidents. The aim of developing this virtual reality program is to help engage students’ learning and enrich their quality of learning experience on disaster triage. 

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MidJourney Workshop

Mr Eddy Wong (Founder of Bring Bling Company, a VR program developer)

26-10-2023

MidJourney is a generative AI programme. It generates images from natural language descriptions, called prompts. MidJourney generates images, paintings, photos as well as 3D-objects. Combined with ChatGPT, MidJourney may produce graphic novels and story books. Images generated from MidJourney may be converted into animations using Adobe Premiere. This workshop is an introduction to how to create images in MidJourney for beginners.

Instructional Design with Videos & Animations

Dr LAU Mei Ki Miki (Instructional designer and UX specialist)

10-11-2023

This workshop shared the speaker's experiences in producing and applying educational videos and animations to enhance learning and teaching in K-12 and higher education in Hong Kong. Practical tips and advice for creating engaging educational materials were provided to participants. It also covered topics such as the use of technology, visual storytelling, and the effective use of visuals. The workshop also explored the opportunities, challenges, and considerations associated with the use of multi-media materials to motivate and engage students.

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Visualizing Knowledge: A Hands-On Workshop for Video Production in Higher Education

Mr Chris CHAN (Multimedia Programmer, Teaching and Learning Development Office, HKSYU)

14-11-2023

This workshop introduced video making concepts and workflow, then discussed some state-of-the-art production suites available on the market and consider which one is suitable for starting a creative visualization journey. Through demonstration and hands-on experience, participants explored some powerful features and functionalities of a best-in-class editing suite - DaVinci Resolve.

Game On: Transforming Education Through Gamification

Dr SEE Yew Hong Christopher (Lecturer and Researcher, School of Biomedical Sciences, CUHK)

28-11-2023

This workshop examined the use of gamification in education through two distinct examples. The first example explored the gamification of physical learning environments using educational escape rooms, emphasizing educational objective setting, teamwork and communication. It explored the use of stepwise progression, timely rewards and both positive and negative aspects of competition in gamification. The second example focused on gamification in e-learning, specifically the development of a next-generation Artificial Intelligence Chatbot in the form of a Digital Avatar, for small group teaching. This drew on video game techniques to create narrative characters, collaborative learning tasks, and provide instantaneous feedback by an AI agent.

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Behind the Lens of Learning: Workshop on Strategic Video Production Management for Higher Education

Ms. Jay LEUNG (Director of University Admissions Office, HKSYU)

04-12-2023

This seminar delivered by the Admissions Office of HKSYU taught participants how to produce promotional videos on a lower budget. The speaker shared her experience and strategy on how identifying target audience, maximizing the impacts of online promotional platforms, controlling production cost and managing talents.

Designing teaching and learning activities and assessments with generative AI

Dr. Christophe Coupé (Assistant Professor, Department of Linguistics, University of Hong Kong)

04-12-2023

With its recent developments and despite its shortcomings, generative AI (GenAI) is widely seen as an upcoming game changer in education and beyond. This is true in particular for ‘large language models’ like ChatGPT, with their ability to convincingly – at least at first sight –answer a wide range of users’ requests in natural language.
While this can lead to new approaches facilitating students’ autonomous or guided learning, the risk also exists of learners accepting generated outputs without critical perspective and/or faking their engagement with tasks and assessments. In this seminar, after a general introduction to GenAI and some considerations about its place in higher education for both students and teachers, the speaker introduced three examples of hands-on activities promoting GenAI-related skills in different fields of knowledge: writing stories with ChatGPT, studying painting styles with MidJourney, and creating smart chatbots with Poe.

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Generative AI Tools for Teaching and Learning in Higher Education: Opportunities and Challenges

Prof Kong Siu Cheung (Research Chair Professor of E-Learning and Digital Competency, Department of Mathematics and Information Technology; Director, Artificial Intelligence and Digital Competency Education Centre, the Education University of Hong Kong)

12-12-2023

Generative AI tools like ChatGPT and MidJourney are becoming increasingly popular, presenting both opportunities and challenges for higher education. While these tools can generate human-like texts and realistic images based on minimal instructions, educators are concerned about their potential misuse, which could constitute a breach of academic integrity. In this keynote speech, the speaker would discuss a pedagogical design that leverages academic writing and models on self-regulated learning and the authoring cycle to help students develop critical thinking skills when using text-to-text generative AI. By embracing generative AI, we can help students become more self-regulated and develop the skills they need to succeed in the 21st century. The speaker also discussed what factors are necessary for incorporating generative AI into higher education and how to help students and teachers embrace this technology. This speech will explore the intersection of AI and education and provide insights into how we can leverage generative AI to prepare students for the future.

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