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Good Practices
Gamify teaching and learning

How mobile technologies enhance effective teaching and meaningful learning

Background

TLS2054 Effective Teaching and Meaningful Learning Using Mobile Technologies

Design target: To improve immersive and collaborative teaching and learning by adaptation of mobile technologies

👩‍🏫 Face-to-face    

2 hours   

🎓 32 students

ANALYSIS

Intended learning outcomes:

  1. To identify the features and qualities of different mobile technologies for enhancing teaching and facilitating learning in primary or secondary school curriculum contexts and pedagogical approaches 

  2. To apply and evaluate different mobile technologies and strategies to enhance teaching and facilitate learning

Challenges/Needs:

Technology - The virtual experience requires special equipment with a stable Wi-Fi connection and technical support to proceed smoothly.

Pedagogy - It may be challenging for students to visualise and design learning activities using mobile technologies merely by lectures.

Space - Only a physical space equipped with all the necessary facilities and settings would make the virtual learning experience more interactive and engaging.

CO-DESIGN AND DEVELOPMENT

Our solution:

  • To redesign the lesson and adopt virtual reality (VR), augmented reality (AR) technology, and gaming components to demonstrate and practice mobile technologies

  • To provide comprehensive support, especially in terms of technology and space

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IMPLEMENTATION (Click to enlarge)

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Preparation of Presentation and VR 

⏰ 20 minutes (synchronous)

📖 Directed learning

🤝 I -> Ss

 

The instructor briefly introduces the presentation arrangement and provides guidance and coaching students in using portable VR goggles in CoSpaces Edu by showcasing his virtual learning space

 

Technology:

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moodle.png
padlet.png
cospaceedu.jpg
quicktime.png
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VR

Moodle

Padlet

CoSpace Edu

QuickTime Player

Zoom

EVALUATION

Instructor’s reflective comments:

Using different kinds of EdTech indeed enhanced students’ motivation to learn and made the teaching more effective. Students engaged in the course more rapidly compared with the traditional teaching and learning models. When introducing the CoSpaceEdu (VR), students were stimulated to think about how this technology could cope with their future teaching needs. Games in teaching would certainly make the lesson more interesting. Students were more proactive in learning and were motivated to explore more possibilities with these kinds of technology. 

 Mr LAI, Yik Hin Garret [C&I] course instructor

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