Abstracts of Papers
Parallel Paper Session 1 – E-Resources
Venue:
E0311
Session Chair: Andrew
LUI
Reconceptualizing a Creative and Specific Learning Environment by
using Web-based Automated E-quizzes to Guide
Study Behaviours
by Alice Li
The development of the Web-based automated e-quizzes, in fact, provides the better ways to transform such creative and specific learning environments, to ensure students can manage their learning by reinforcing the practices of e-learning and guiding their study behaviour towards the demand of improving the quality of education.
There are many research studies suggested that there is a need for ongoing guidance and support to monitor students’ learning activities in a more effective means for tracking outcome of students’ study behaviour. In turn, the utilization of this Web-based automated e-quiz can also facilitate our role and function in programme monitoring into a more effective action in enhancing and shaping students’ way of learning and the subsequent trends of students’ learning outcomes. It can also serve as the measures of guiding students’ behaviour in the process of revision in an ongoing and regular basis, as also in accordance with the expected quality criteria of estimated self-studying time, as generated in our Government’s Quality Framework System in Hong Kong.
This paper specifically focused on using Web-based automated e-quizzes exercises to monitor and guide the students’ self-studying as part of the facilitation to support their e-learning process, and also in line with the paradigm of our Government’s Quality Framework System in Education. Whether mandatory or optional Web-based automated e-quizzes exercises should be used as a catalyst for sustaining and guiding the student’s behaviour in the process of learning are further discussed.
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Towards Automatic
Question Generation from Chinese Text for
Enhancement of Online Learning
by
Andrew Kwok Fai Lui, Vanessa Sin Chun Ng, Yin
Chun Fung and Wing Cheung Kam
This paper describes our research and development work on methods of automatic question generation that take a piece of text as an input and generate a set of questions as the output. Text reading is often required in many learning scenarios, and asking the learners relevant questions can encourage them to really study the text. In addition, question asking can breed curiosity and motivation. It can also prepare learners with desired focus when they read. The "Do You Know?" feature in Wikipedia is a prime example of such an invitation to study an article.
Automatic question generation is becoming a crucial component in emerging online learning delivery modes for its ability to generate large amount of questions with reduced or no human effort. It can potentially generate various question types such as factual or discussion questions, on different topics found in the text, and at different difficulty levels. A teacher can then choose and refine the questions for revision or assessment. In a fully automatic mode, automatic question generation can support the assessment questions needed in intelligent tutoring systems, adaptive testing, and even Massively Open Online Courses (MOOCS) platforms.
Little research effort on automatic question generation from Chinese text has been noted. Automatic question generation is itself a very challenging topic, and written Chinese further compounds the challenge with its language characteristics and fewer available natural language processing resources. Our work focuses on exploration of potential techniques for generating various types of questions. It began with the taxonomy of questions proposed by Nielsen et al. (2008), and attempted to discriminate the relevant technologies for each question type. It then focused on factual question generation based on adapting the over-generation approach proposed by Heilman & Smith (2010) to Chinese text. It examined the effectiveness of syntactic analysis, sentence simplification, question-stem movement, entity recognition and other techniques used for English text. Evaluation results suggest that good quality question generation from Chinese text would need to overcome complexity associated with long comma-separated composite sentences, obscured subjects, and inaccurate entity type recognition for correct question stem.
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Key Factors in Massive Open Online Course
Development: A Hong Kong Case Study
by
Yiu Kong Chan
This paper concerns recent developments and current trends of massive open online course (MOOC) in higher education in Hong Kong. Hong Kong is one of the most advanced places in Asia in terms of internet penetration, technological infrastructure and openness in using new technology in education. MOOCs is one of major development in open educational resources (OER) which allow students access high quality online learning offered by world-class universities around the world. Several universities in Hong Kong provide MOOC through different platforms. The analysis undertaken focuses on the first phase of MOOC development and mobile learning at University of Hong Kong, School of Professional and Continuing Education (HKU SPACE), College of Business and Finance by using results of a survey conducted with full-time Hong Kong Chinese community college students. Interviews are held with students, teachers and administrators to examine their user experience in using this pilot MOOC and mobile learning. Participants were questioned how certain factors in using MOOC may have contributed to an enhancement of blend learning environment. Programme administrators are required to understand the nature of MOOC and mobile learning and the critical success factors in its development. Implications of the findings are discussed in relation to challenges in the development of MOOC and mobile learning in Hong Kong.
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Adoption
of Open Educational Resources for Teaching and Learning:
A Developmental Pathway
by Kam Cheong Li and Billy Tak-Ming Wong
The massive quantity of open educational resources (OER) available on the Web has brought significant implications to teaching and learning, in terms of allowing teachers and students to freely engage in the 5R activities (retain, reuse, revise, remix, redistribute). Yet, previous studies reveal various barriers for the adoption of OER in a curriculum and concerns about the usefulness of such practice.
This paper reviews the characteristics of various attempts worldwide for adoption of OER, categorizes them into stages of development, and discusses the obstacles typically encountered in each stage. In a rudimentary stage, users only have very little (if not nil) awareness of the notion of OER and how it may be beneficial to teaching or learning. At the other end, teachers highly incorporate OER into curriculums, and students are actively involved in interacting with the resources, rather than passively being resource-recipients.
This paper also reports the results of a pilot
study examining the stages of development of
Hong Kong tertiary students for OER. It shows
that most students, despite their high
technological readiness, are at an initial stage
of development. They have been exposed only to a
few popular types of OER, and are far from being
ready to contribute to OER. Based on the
students’ responses, possible factors are
discussed and recommendations are suggested.
Parallel Paper Session 2 – E-Learning Systems and Language Learning
Venue:
E0313
Session Chair: Wing
LEUNG
An Adaptive Mobile Learning Application for Beginners to Learn
Fundamental Japanese Language
by S. C. Ng, Andrew K. Lui
and Y. K. Wong
It is difficult for beginners to learn Japanese by self-learning without any guidance from a teacher because learning Japanese not only involves reading suitable materials but also involves listening, speaking and writing. Most of the Hong Kong people may not have any basic knowledge of Japanese language, for example, Japanese alphabets, phonology or basic grammar, they don’t have any idea how to get start with and what should be learnt at the beginning. Most importantly, there is no teacher to direct the beginners what they should learn and give them feedbacks or comments for improvement during the self-learning process. This paper introduces an Android mobile application for the beginners to acquire fundamental knowledge of Japanese language so as to gain the self-learning proficiency in Japanese. This application mimics a real Japanese teacher that will deliver to his/her students in different aspects including learning techniques, marking exercises and learning tools.
In this mobile application,
learning materials, auto-generated exercises,
handwriting practice tool, voice recording and
recognition tool will be provided for beginners
to learn Japanese. Besides, this application
proposes an adaptive learning system to users,
which most of the current Japanese learning apps
do not have. Adaptive learning aims to provide
different exercises or learning approaches to
learner based on the current performance of an
individual learner. For example, the exercise
performance of learners will be collected and
analyzed by the application to spot out their
weakness points so that suitable comments and
supplementary exercises can be generated and
provided to learners adaptively. The
supplementary exercises which contain some
auto-generated questions of a specific question
type (in which the learner was weak at) will be
generated by the system. It is to desire that
the learners can improve their performance by
drilling with more supplementary exercises.
Using this application,
beginners can acquire Japanese language
knowledge by studying the learning materials,
practicing what they have learnt by doing
exercises as well as training their handwriting
and speaking by using the practicing tools.
After using the application, learners are
supposed to be able to read, write, listen and
pronounce some basic Japanese as well as having
the self-learning proficiency in Japanese.
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by
Yoshihiro Hirata and Yoko Hirata
Recently, interest in language education enhanced by online technology has increased in many countries throughout the world. E-Learning systems, incorporated with learning management systems, have been recognized as promising ways of providing students with effective and efficient learning environments. This development has greatly influenced Japanese educational settings and, as a result, various online and e-Learning systems have been introduced into language courses in many tertiary institutions. However, the challenge in the design of language lessons for Japanese students, who are lacking independent language learning and real-life communication experiences in the target language in and outside the classroom, is how to motivate and improve their engagement with their language study. One solution for this is to provide students with an online context where they can satisfy their desires to achieve assigned tasks and compete with each other.
This study utilized an e-Learning system which has widely been incorporated into Japanese secondary and tertiary institutions. Examined was how Japanese students, who are accustomed to the traditional teacher-directed, spoon-fed teaching approach, perceived the system. It also examined whether or not they considered it to be effective in encouraging their independent English study in the classroom. The system is designed to assist students in improving their English skills independently, by enabling them to select appropriate resources and to evaluate their own work anytime and anywhere.
In this presentation, students’ preliminary feedback on how they perceive this new system is outlined with the main focus being on how the design and implementation of different gamification techniques attract student interest. Also investigated is how different types of students, for example, those who may and may not be fond of playing computer games, react differently to this system.
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Evaluation
of Online Resources by Students with Different Nationalities
by
Yoko Hirata and Yoshihiro Hirata
With the development of web-based and blended learning approaches as effective methods in language education, the benefits of introducing online language data into the classroom have fully been discussed. Online language data including various types of corpora, such as the British National Corpus and the Michigan Corpus of Academic Spoken English, have originally been used by linguists for the purpose of analyzing structural rules of target words. In recent years, corpora have also been used in the classroom for students to learn language patterns and chunks of words, and to gain lexical and writing skills. This approach, called Data-Driven Learning (DDL), is effective in helping students pay close attention to particular words or expressions in rich authentic contexts. For students with limited, real-life experiences of the target language, the language resources used in DDL are particularly important. This is because these resources provide students with an opportunity to encounter a large amount of raw language in the rich, natural contexts. Although studies have indicated the efficacy of DDL, there appears to be no in depth research on how students with different educational backgrounds perceive DDL. There is still little research addressing how corpora can be used for different types of students to successfully deepen their knowledge of a language.
This study examined how Japanese and Canadian university students perceived the efficacy of online corpora in DDL tasks. The aim of the tasks was for them to learn the recurrent lexical patterns of the words they had been studying. It examined the relationships between their perceptions of DDL and their educational backgrounds. The results provide important implications regarding how various factors such as students’ prior knowledge and experiences affect their perceptions of language learning.
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Will Animation
Facilitate Effective Learning of English
Speaking Skills?
by
Madeleine Tsoi, Reggie Kwan, Kat Leung and David
Chu
The recent proliferation of technology and its
increasing application to classroom teaching has
dramatically transformed our teaching and
learning environment. This paper examines the
effectiveness of using animation to teach
English, especially speaking and conversational
skills. A study was conducted whereby foundation
diploma students in a higher education institute
in the Hong Kong Special Administrative Region
(HKSAR) were exposed to animated English
dialogues featuring different everyday topics.
They were then asked to engage in role-play
activities and to fill out feedback
questionnaires as to the effectiveness of such
form of learning. Findings of the study indicate
the effectiveness of using animation and
multimedia resources to stimulate learning and
progression in post-secondary students. The core
idea within such a perspective is learning must
take place in an authentic or near-authentic
environment as in the case of contextual
dialogues, and that learning facilitates
interaction. The sole purpose of learning, in
this case, is to interact with fellow learners
and interact in the role one “metamorphoses”
into. It is hoped that learners will eventually
be able to apply these skills to real-life
interaction at different levels, and with people
from all walks of life.
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Parallel Paper Session 3 – Mobile Learning
Venue:
E0311
Session Chair:
Steven
NG
Investigating Acceptance Toward Mobile Learning in Higher Education Students
by
Kenneth Wong, Fu Lee Wang, Steven Ng and Reggie
Kwan
Mobile learning or M-learning brings a new aspect of learning environment. Due to the large amount of available applications in mobile devices, students use their mobile devices for many purposes including entertainment, sharing, communication, video recording, photo shooting and learning. The acceptance toward mobile learning has naturally become a major interest for educators. In this paper, we will present preliminary findings from a small scale study exploring the students’ experiences on using mobile devices versus desktop computers, as well as perceptions towards mobile learning. The data are obtained from quantitative survey. The preliminary findings indicate that students will use mobile devices rather than desktops to access the Internet. Students are willing to use mobile devices to conduct learning activities.
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Using Tablet-assisted
Think-aloud Protocol to Examine the Composition Marking Behavior of Chinese Writing teachers
by
Daisy Chow, Roger Lee, Kat Leung and K.K. Ying
There has been a growing concern in writing
research on composition rating over the past
three decades. However, these previous
researches are inadequate in a number of
aspects. First of all, most of them focused
narrowly on the quality of the written comments
by the markers merely as raters and neglected
the general marking process of the markers as
writing teachers. For those exceptional cases
that employed the method of think-aloud protocol
analysis (TAPA) in exploring the composition
marking process as a whole, they were confined
to the study on L1/L2 English language education
and not much has been done specifically on L1
Chinese language education. Finally, none of the
previous researches employing TAPA were
conducted with a computer marking platform. To
address the aforementioned research gaps, the
present study attempts to explore the nature of
the composition marking process of Chinese
writing teachers with the method of TAPA
conducted in a computer-based assessment
environment. To be precise, the present study
aims at answering the following questions:
1. What kinds of problems and difficulties are
generally encountered by teachers in marking
Chinese compositions?
2. What kinds of method do they employ to deal
with the problems?
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Challenges and
Opportunities in Technical Development of Mobile
Learning
by
Kin Yan Tyrone Chan, Wing Kai Chris Wong, Cheung
Kin Patrick Hung and Yuet Ching Jeanne Lam
Mobile development has changed our lives dramatically and mobile devices have become very important tools globally. For developing mobile technology in education, developers faced many challenges in considering the mobile development approach, courseware format conversion and course model redevelopment. Although there are many challenges in mobile development, the opportunities are also found out. Goggle glass, leap motion and location-based learning were identified as opportunities in near future. This paper attempts to record the technical issues identified during our mobile development process and share our experiences in handling these challenges. This paper also discusses the opportunities for technical developers as a reference in planning the development of mobile learning in future.
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A Case Study on the Students' Attitude and Acceptance of
Mobile Learning
by
Simon K.S. Cheung
Transcending the time and geographical constraints of traditional learning, mobile learning allows students to study anywhere and at any time. Learning is facilitated, and students welcome this flexible mode of learning. According to a study recently conducted by the Open University of Hong Kong, mobile learning is effective for enhancing language proficiency. This paper reports the results of this study. In brief, it is found that students generally show a positive attitude towards mobile learning and its effectiveness in language learning. There is a significant acceptance among students towards mobile learning, especially on the usefulness, efficiency, interactivity and convenience. The results further affirm that mobile learning can be an effective means to delivering language proficiency courses, not only for its accessibility from virtually anywhere and allowing the students to learn at any time but also for enriching learning experience and arousing learning interests by making good use of multimedia components and features.
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Parallel Paper Session 4 – Blended Learning and Social Media
Venue:
E0313
Session Chair: Jeanne
LAM
Applying “First
Principles” of Instruction in a Blended Learning
a Course
by
Wing Sum Cheung and Khe Foon Hew
Blended learning approach has been widely used in schools and universities. Many courses and programs are using the blended learning approach. In this paper, we share our experience of using “First Principles” of instruction (Merrill, 2003) to design a blended learning course: (a) Learning is promoted when learner are engaged in solving real-world problems, (b) Learning is promoted when existing knowledge is activated as a foundation for new knowledge, (c) Learning is promoted when new knowledge is demonstrated to the learner, (d) Learning is promoted when new knowledge is applied by learner, and (e) Learning is promoted when new knowledge is integrated into the learner’s world. We describe the five “First Principles” of instruction by Merrill and identify the specific instructional activities that support each principle in either the face-to-face mode or e-learning mode. We conducted a survey study to gather students’ perspectives of the organization of the blended course as well as the ability of the blended learning course to engage student learning. Eighteen students were involved in the study. The results showed that the blended learning course was well organized to provide meaningful activities, and that the blended course provided a positive engaging learning environment for the students.
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A Thematic Analysis of the
Blended Learning Experiences of Undergraduate
Students in Hong Kong
by
Jeanne Lam
The development of blended learning in Hong Kong has been shifted to using pedagogical driven approach and the adoption of learning theories in blended learning course development became significant. In the past years, HKU SPACE adopted cognitive alignment in outcome-based learning theory for designing and developing blended learning course to the students. This research aims at understanding learning experiences of undergraduate students in blended learning. In this study, qualitative approach was adopted for obtaining in-depth understanding of learning experiences of the students in the blended learning environment. Focus group interviews for students were conducted in an accounting course. The interviews were analyzed by thematic analysis while thematic maps were used for coding and themes identification. The themes in learn via learning activities, learn via collaboration, learn for good assessment result, learning activities helps study and enjoyed most, perceived advantages of online learning, need more learning support, need mobile learning, preference in integrated and non-integrated blended learning, and difficulties in blended learning were identified. With the themes identified, issues on learning engagement, importance of aligning assessment with learning activity, online collaboration and enhancing blended learning experiences were discussed. Finally, pedagogy designs to enhance students learning were recommended. The study contributes to fill the research gap in understanding blended learning experiences of undergraduate students in Hong Kong.
by
Melani Au, Jeanne Lam and Radar Chan
As one of the highest smartphone penetration regions in the globe, Hong Kong has more than 12 million mobile users are capable to access mobile data services. People spend time on their mobile devices for information, entertainment as well as communication. With the advancement of information, communication and technology (ICT) especially in mobile technology, various online social media tools, e.g. Facebook, WhatsApp, rapidly developed in the past decade. The use of these tools is so overwhelming which transformed people’s way of communication. Discussions on using social media in education are getting keen. However, regardless of the popularity of social media in Hong Kong, the effectiveness of using existing social media tools to facilitate teaching and learning is not noticeable. This paper illustrates the barriers behind this phenomenon in Hong Kong. Factors from technological perspective, institutional perspective and users’ perspective are critically discussed. It is believed that with optimal monitoring, motivation and planning, social media can be beneficial to both institutions, teachers and students in the long run.
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Moving towards a Heutagogical Learning Environment
by
Kin Chew Lim
Technology-based education can be said to
comprise content, technology and pedagogy.
Content, especially in some domain areas, can
get obsolete quickly. Technology is just a tool,
an enabler or an enhancer. Technology changes so
fast that it is hard to keep up with the latest.
Nonetheless, technology is the easiest part to
implement in any technology-based learning.
However, the pedagogy part is usually the
hardest part to handle.
The School of Science and Technology (SST) of
the SIM University in Singapore conducts courses
for working adults. As such, the andragogy
theory is more applicable to our teaching and
learning approaches. However, andragogy is
teacher-centered although it allows students to
participate in the decision making related to
their learning. Heutagogy, or self-determined
learning, provides a learning approach that is
relevant to technology-based learning.
This paper reviews the actions SST has taken in
order to move towards a heutagogically based
model. These actions cover seven areas: student
role, teacher role, content, curriculum
characteristics, social characteristics, role
for technology, and assessment. For example, we
introduced pre-class quizzes for some courses.
Our students are then expected to first read the
e-learning materials or e-textbook before
answering the quiz questions for the chapter.
This helps to make our students more proactive.
Another activity is using virtual classes for
many courses. Students learn how to participate
in the learning activities virtually without
having to rush to a physical location
punctually. We have also introduced ePub-based
interactive study guide materials which are
delivered to smartphones. Students can then
learn the chapter summaries on their smartphones
whenever they are free even for a short while.
These actions are helping the SST to transform
our education from a purely didactic one to a
heutagogical learning environment
Venue:
E0311
Session Chair: Kenneth
WONG
Student Engagement in the Use of Instant Messaging Communication in Flexible Education
by
Francis Yue
It is widely accepted that flexible education needs to be student-centered and that appropriate guidance and support need to be provided to the students for better outcome. Some recent research has been conducted to study the views of students on the use of instant messaging (IM) in the flexible teaching and learning context. The use of instant messaging communication can facilitate the provision of timely feedback to the students. This paper aims to study the timeliness issue regarding the responsiveness of students to the use of IM in teaching and learning. The extent of student engagement is measured in terms of students’ response time in responding to instant messages sent from their teacher concerned. A quantitative statistical data analysis is used to characterize the student response time based on various aspects. The possible relationship of such student engagement and the final assessment result achieved by the group of students is also investigated. The study is based on a set of questionnaire data collected in a previous study undertaken to investigate the use of instant messaging during the dissertation supervision of the above-mentioned group of final-year undergraduate students. The supervision of dissertations is usually done on a one-to-one basis and the use of instant messaging communication seems useful.
Reflective Practice with Digital Portfolio for Teacher
Maturation and Readiness of
Prospective Teacher within the
TPACK Framework
by
Hin Leung Chui, Ho Kong
Christopher Au Yeung and Gary
Cheng
This study explores the influence of digital portfolio on the reflective practice of prospective teachers (PTs) in the light of the Technological Pedagogical Content Knowledge framework (TPACK). A total of 48 PTs studying in a teacher education course (one-year full-time) at a tertiary education institute in Hong Kong took part in the study. Blended learning approach was adopted with ten topics hosted on Moodle in order to facilitate the completion of digital portfolio with various applications of Web services as a pedagogical tool. At the end of the course the PTs were asked to complete a questionnaire and participated in focus group interviews. Results showed that engaging PTs in digital portfolio integrated with different levels of Web services can increase their degree of maturation and readiness in different dimensions under the TPACK framework. The findings shed light on teacher development in terms of technical, pedagogical and content knowledge individually and holistically. These will further cultivate a higher degree of sustainability in reflective practice for the prospective teachers.
by
Daniyar Sapargaliyev
The use of wearable computers in education can significantly help teachers and students in the near future. Last years we can observe the appearance of new types of wearable devices such as bracelets, clothing, watches, and glasses. One of the most popular wearable computers is Google Glass. In our work we will try to analyse a number of quantitative and qualitative researches on the use of wearable devices in teaching and learning. We found that Google Glass successfully using in pharmacology and healthcare. The Google Glass allows the teacher to demonstrate the practical skills (such as a doctor performs surgery) for the students in real time from any places. In spite of the fact that Google Glass has some technological limitations any learners needs only a short adaptation period for comfortable usage. Google Glass helps to create seamless interaction between educators and learners.
PMS – A Simulation Game for Interactive Learning
of Software Project Management
by
Richard Lui, Hareton Leung,
Vincent Ng and Philip Lee
Successful management of software projects
requires both theoretical
project management knowledge as
well as practical reality-like
management experiences.
Simulation Based Training
provides a hands-on approach to
explore the complexity of
managing projects through rapid
and inexpensive experimentation.
Most of the existing project
simulation game focuses only on
the management of time, scope,
cost, and human resource. There
are relatively fewer products
which focus on project
stakeholder management,
communication management and
quality management.
In this paper, a project
management simulation game, PMS,
is introduced to support the
interactive learning of software
project management. The game
design, implementation and how
it may support the learning of
software project management
concepts in different knowledge
areas are discussed.
If You Comes* to Guangzhou: Pedagogical Implications of Typical
Errors Committed by Students
with Mainland Chinese Background
as Revealed on an e-Writing
Platform
by S C Kwan, Dorothy Chow
and Sharon Wong
This article examines and discusses a number of language errors found among a batch of freshmen studying in a self-financing higher education institute in Hong Kong which offers both degree and sub-degree programmes. The participants share in commonality a Mainland Chinese background and as such were required to be enrolled in a non-credit bearing semester course in written English in which they received lectures and practiced writing on a great variety of topics on an electronic platform. Meta-linguistic analysis of the errors compiled indicates that the students have both inter-language and intra-language errors, i.e. having difficulties in shaking off the interference from L1 as well as being unable to acquire a number of grammatical rules pertaining to forming syntactically legitimate sentences in L2. Similar studies have been conducted on ESL students in Hong Kong but few have been done on students having a Mainland Chinese background. Given the dramatic increase of students with such background over the last few years within the tertiary realm, and that the number is expected to grow, this article may help shed light on trouble-shooting the typical errors and illuminate future pedagogical preparations for more effective teaching. This article concludes that in order to achieve this, any electronic writing platform that is being employed or to be employed for such purposes should better be equipped with the capability to issue automatic responses for students to engage themselves in self-studying.
by
S. C. Ng, Andrew K. Lui and
S. W. Ng
In Hong Kong, all drivers have to pass a
driving test to obtain a full
driving license. It is difficult
for people who are going to take
driving tests in Hong Kong to
revise the driving skill and
theories before the actual
driving tests. Most of the
driving schools do not provide
notes or teaching materials for
the driving skills. This paper
presents an educational mobile
application in Android platform
called “HK driving tests
All-In-One” to help young
private automatic car learners
to prepare for driving tests in
Hong Kong. Car learners who are
going to take the driving tests
may do revision at anytime and
anywhere provided that they have
an Android device on hand.
The mobile application mainly focuses on the
two main examinations for
obtaining driving license:
Written theory test and Road
driving test. For the written
theory test, it includes the
theory handbook, multiple choice
questions sorted by topics and
the mock theory test. The
materials are all based on the
Road Users' Code by Transport
Department, Government of HKSAR
and the format of the mock test
is similar to the real written
test. For the Road driving test,
it provides a driving guidebook
about the driving technique,
animations and virtual driving
test games which help users to
memorize the driving skills as
users have to follow the steps
to drive and there will be
warnings or comments if there is
any mistake and it will show a
result after the user finished
driving a section of road where
its format will be similar to
the real driving test.
The application platform is Android OS which will be written in Java language with Eclipse and those animations and games are written in JavaScript and C++ language with a game engine called Unity. This application will give car learners and pre-learners some basic concepts of driving so that they can practice and revise the main points at anytime and anywhere with a mobile device. Users can learn in an interesting way and understand the techniques more easily with the animations and games for road driving test and it will also help in reducing dangerous driving with road safety theory handbook and promoting proper driving skills.
Parallel Paper Session 6 – Policy and Learning Management Systems
Venue:
E0313
Session Chair: Radar
CHAN
by Ken W. Li
With an IT environment, the
teacher’s role has changed from transmitting
knowledge to managing IT resources for learning
and facilitating student learning. Thus, the
teacher (the author of this paper) planned for
improving classroom teaching practice by playing
these two roles especially in computing
laboratory sessions. Students within each
computing laboratory session were divided into
small groups in order to increase students’
opportunities for peer learning; and to enable
teacher’s intervention to offer assistance or
directives within each group more efficiently
and to monitor their learning progress. Each
group of students was assigned laboratory
exercises demanding the analysis, design or
implementation of the solutions in a statistical
computing laboratory.
But, how the teacher’s
intervention promotes learning and statistical
thinking of students when using IT in a
statistics classroom is not clearly known. A
questionnaire based survey was then conducted to
study the attitudes of students towards
teacher’s intervention within IT environment.
They were full-time students enrolling in Year 2
of the Higher Diploma in Applied Statistics and
Computing course in the Hong Kong Institute of
Vocational Education. Graduates of this course
usually find employment as statistical officers,
marketing research assistants and so on. The
survey data were initially analysed by examining
the general characteristics and patterns of
data, and then by using the framework developed
by Tharp and Gallimore. The results of the
survey indicated the importance of teacher’s
intervention in students’ development of
statistical understanding. Most students needed
teacher’s intervention and also found the timing
of the intervention appropriate. Almost all
students thought the intervention was beneficial
their learning process. Specifically, the
teacher provided regular feedback to supplement
explanations and clarify their misunderstanding.
He gave them cues and restructured learning in
order to model thinking. He posed questions to
organise students’ thoughts towards task
accomplishment. He offered students cognitive
structuring assistance to formulate goals for
problem solving.
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by
Jeff K.T. Tang, Kwok Kwan Li, Yat Fai Man, Hei
Chun Yeung, Tak-Lam Wong, Wai-Man Pang and
Wai-Shing Ho
Computer-Aided Assessment (CAA) is more than managing course materials and assignment submissions. In recent years, automated assessment has become more popular. Public examinations such as the Internet-Based Test (iBT) of TOEFL and IT Certificate Examinations are computerized assessments with multiple-choice questions (MCQ) and the answers are automatically scored. This is an efficient way of assessing students and especially useful for self-financing degree awarding institutes in Hong Kong that are lacking of resources such as time and manpower. In this paper, we propose a web-based computer-aided assessment creation and invigilation system that promotes a paper-free electronic assessment and it is environmental friendly. The system provides a user interface for the teachers to input questions to the database, and generate a computerized assessment paper by the teacher inputting the desirable topics and difficulty levels. In addition, the system allows the examiners to customize assessment rules and regulations in a in-class examination. It automatically saves the data over time to prevent accidental crashes. Also, cheating is prevented by software measures. We have invited some users from education sector to try out our system and evaluated their satisfaction, and the overall result is positive.
by
Radar Chan, Jeanne Lam and Melani Au
Knowledge management is a set of managing approaches regarding intangible capital to be implemented in an organisation in which generates values from their intellectual and knowledge-based assets. Ample knowledge management practices could be found in leading corporates in different industries. Corporates are eager to exercise knowledge management practices in capturing employees’ knowledge to avoid leakage of professionalism by codifying tacit knowledge and shared among employees. Discussing on education perspective, knowledge could be acquired, retained and shared for creating new values. Among four key elements which are people, technology, content and process in KM approaches, tremendous studies provided interaction and relationship of knowledge workers are crucial in building a knowledge sharing network. With the advent of technology, the knowledge sharing practices could be easily proceeded in a computer based system. Recently in HKU SPACE, a knowledge management system has been finished development and launched to enhance knowledge sharing practice. This paper is aimed to provide objectives in establishing a knowledge management project in tertiary education and share the outcome with project significances.
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Analyzing the
Effectiveness of Institutional Policy
Instruments on Technology-enhanced Learning
by Kam Cheong Li, Helen Lam and Terry Lee
The use of technology for educational purposes
has been commonplace in educational institutions
around the globe. A review of relevant studies
on institutional policies on technology-enhanced
learning has revealed that technology choices
and policy implementation are largely vested
upon common perceptions that technology per se
has its own logic of effectiveness and
operation; the choice of technology is based on
its utilities across contexts; and the
application of technology is pre-determined.
However, this commonality overlooks the
existence of various factors that shape the
effectiveness of technology at different stages
of its application, from technological choice to
implementation.
This paper examines various factors that may
hinder or facilitate the effectiveness of
technology in the institutional policy process.
To this end, technology is conceptualized as a
policy instrument in the process of formulating
and implementing institutional policies on
technology-enhanced learning. This
conceptualization allows an analysis of the
effectiveness of educational technology using
four theories of policy instruments, namely the
‘classical’, ‘contextual’, ‘instrument-context’
and ‘constitutive’ approaches to instrument.
Case study methods are used to illustrate the
analysis.
Results of the case analysis show that critical
factors swaying the effectiveness of policy
instrument in the institutional policy process
of technology-enhanced learning include: (1) the
character of institutional policy instrument,
(2) requirements of a particular policy problem
setting, (3) the context of the implementation
process in which the policy instrument operates,
and (4) the ‘subjective meaning’ of the policy
instrument. The analysis offers insights on the
interpretations of effectiveness of technology
in education and informs the design of future
institutional policies on technology-enhanced
learning.
by Beryl Wong, Billy Wong
and Sam Pang
Technology applications in
education have become prevalent. Institutional
policies associated with technology-enhanced
learning such as ‘blended learning’, ‘mobile
learning’, ‘massive open online courses’ and
‘open educational resources’ have been
commonplace in educational institutions.
Researchers have also kicked off evaluation
studies on the effectiveness of institutional
policies on technology-enhanced learning.
However, contemporary research on the
effectiveness of relevant institutional policies
employs a diverse conceptualization of
effectiveness.
This paper reviews relevant research. It
proposes the use of the instrumental perspective
as a basis for interpreting the concept of
effectiveness in the study of relevant
institutional policies. A framework of
instrumentalism, derived from Peters and van
Nispen (1998), Bennear and Stavins (2007) and
Lascoumes and LeGales (2007), is adopted for
understanding the concept of effectiveness. A
systematic survey of the literature is conducted
to examine the extent to which conceptualization
of effectiveness in contemporary research on
relevant policies is captured by the
instrumental perspective.
Results from the literature survey show that
instrumentalism is a useful framework for
evaluating the effectiveness of relevant
institutional policies. The analysis will
provide a point of reference not only for future
study on the effectiveness of relevant polices
but also the making of relevant policies by
educational administrators.
Parallel Paper Session 7 – Learning System Development
Venue:
E0311
Session Chair: Wai-Shing
HO
Teacher-Guided Semi-automatic
Assessment Feedback Generation: A Case Study
by
Wai-Shing Ho, Tak-Lam Wong, Wai-Man Pang and
Jeff K. T. Tang
Detailed feedback to student assessments is important to the students’ study because it helps the students locate their mistakes and suggests how they can correct the mistakes. However, with the increasing workload of teachers in higher institutions, teachers may not have enough time to write detailed and meaningful comments to every student in every assessment. With the observation that most of the students’ mistakes are repeating in nature, for every assessment item, the variation in comments is limited. Instead of writing repeating comments for individual students, teachers may use a semi-automatic assessment feedback system (AFS) for preparing comments to the students. For each assessment item, a teacher can prepare new a comment to the student using the system when he meets a variation, or he can simply select a previous comment if it is similar to a previous case. This approach greatly enhances the consistency in teachers’ marking and comment generation, and frees the teachers from repeated writing. In this research, we will study the use of AFS in delivering an IT course. We believe that AFS can save teachers’ time in preparing detailed comments for assessment items and can improve students’ perception on assessment feedbacks.
The Greater the Online
Participation, the Better the Learning
Achievement? A study of Integrating Moodle into
Learning
by
Gary Cheng and Hin Leung Chui
The Development of a Final Year Project Management System for
Information Technology Programmes
by
Chun-Hang Leung, Chung-Lun Lai, Tsun-Kit Yuan,
Wai-Man Pang, Jeff K.T. Tang, Wai-Shing Ho and
Tak-Lam Wong
Before the academic year starts, PO will have to assign project topics according to the preferences and academic record of the formed project groups. This is a tedious and error prone task to manually complete the allocation of projects. The system is therefore useful to help PO to arrange project selection and allocation procedure, as well as helping the students to submit their preferences and group member information. During the academic year, the system would provide different functionalities for the PO to release project scores, notify students or supervisor of important information via the announcements module.
Project supervisors will also be able to employ the system for keep tracking the progress of the projects with the use of a reporting system, TODO list and online chat function. Both the students and supervisors will be benefited from these functionalities and allow the project to run more smoothly even face-to-face meetings are not held very frequently.
Project group members themselves are provided with similar the effective communication tools to allow easy of discussion on project issues among members. Moreover, they can share resources about the project including source code and data files using our online repository.
Collaborative Filtering for Student Performance Prediction
by
Tak-Lam Wong, Jeff K.T. Tang, Wai-Man Pang,
Wai-Shing Ho, Chun Hung Chiu and Leonard Poon

