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Showing results for keyword “Gamification”

Digitalizing and Gamifying Corpus Linguistics for Virtual Teaching and Learning

Corpus Linguistics (CL), a sub-discipline under the strategic area of Digital Humanities in LML and FHM, is a systematic and empirical approach to language studies and education. CL involves analyzing a vast collection of texts to reveal language patterns, usage, and variations, thereby enhancing our understanding of language use in context. At EdUHK, over 600Continue reading “Digitalizing and Gamifying Corpus Linguistics for Virtual Teaching and Learning”

Enhancing Self-Regulated Learning Efficacy in Undergraduate Education through the Integration of AI-Enabled Generative Tools and the 6-P Pedagogy: A Learning and Teaching Partnership Approach

This proposal aims to integrate Artificial Intelligence (AI)-enabled generative tools into the University’s undergraduate curriculum as a learning and teaching partner, fostering self-regulated learning (SRL) efficacy and stimulating critical and innovative thinking among students. The proposed 6-P pedagogical approach is designed to bolster students’ information literacy and academic integrity, guiding them through the non-sequential sixContinue reading “Enhancing Self-Regulated Learning Efficacy in Undergraduate Education through the Integration of AI-Enabled Generative Tools and the 6-P Pedagogy: A Learning and Teaching Partnership Approach”

Developing Learners’ Problem-Solving Competence Using Digital Storytelling-driven Gamification Approach

To cope with the challenges of the Twenty-first Century, our students need to be equipped with problem-solving skills. By contextualizing the learning content in a story supported by digital multimedia and visualizing step-by-step process of solving a problem, digital storytelling presents its effectiveness in fostering students’ problem-solving competence. But feedback of students’ learning tasks performanceContinue reading “Developing Learners’ Problem-Solving Competence Using Digital Storytelling-driven Gamification Approach”

Gamification of Learning and Gamified Assessment in Higher Education

Past empirical studies have shown that both gamification of learning and gamified assessment can challenge students to become active participants in the learning process through engagement with instruction content, self-discovery of information, and creation of knowledge or meaning of information (Rivera & Garden, 2018). While game elements have been adopted in different fields in theContinue reading “Gamification of Learning and Gamified Assessment in Higher Education”