Designing Virtual Laboratories for a Freshmore Biology Course
Dr Bina Rai, Lecturer, SCI and Dr Julia Zhu, Senior Lecturer , SCI
10:00 am to 10:20 am
One effective way of incorporating new technologies into the classroom is by using virtual laboratories (VL). VL environments provide repetitive practice in techniques manipulation and data interpretation that students cannot easily experience in the usual 3-h period of the traditional teaching laboratory. The biology teaching team designed and implemented VL activities for reinforcing concepts in cell signaling, cell cycle regulation and fly genetics for about 500 undergraduate students who are predominantly non-Biology majors enrolled in the compulsory Freshmore Biology course at SUTD. Bina and Yajuan will share on how they implemented and their students’ experiences and feedback on using VL in Freshmore biology class.
Dr Bina Rai, Lecturer, SCI and Dr Julia Zhu, Senior Lecturer , SCI
10:00 am to 10:20 am
One effective way of incorporating new technologies into the classroom is by using virtual laboratories (VL). VL environments provide repetitive practice in techniques manipulation and data interpretation that students cannot easily experience in the usual 3-h period of the traditional teaching laboratory. The biology teaching team designed and implemented VL activities for reinforcing concepts in cell signaling, cell cycle regulation and fly genetics for about 500 undergraduate students who are predominantly non-Biology majors enrolled in the compulsory Freshmore Biology course at SUTD. Bina and Yajuan will share on how they implemented and their students’ experiences and feedback on using VL in Freshmore biology class.
Using VR/AR, and Storytelling to Teach Mathematics
Dr Sergey Kushnarev, Senior Lecturer, ESD
10:20 am to 10:40 am
In this presentation, Sergey will share the outcomes of the SUTD Pedagogy grant "Storytelling as a pedagogical tool in Teaching Linear Algebra". He will share the stories, visual art and an augmented reality object that was created in the course of this grant. Additionally, he will share his experience and hurdles in implementing the projects, as well as the outcomes of this innovative approach.
Dr Sergey Kushnarev, Senior Lecturer, ESD
10:20 am to 10:40 am
In this presentation, Sergey will share the outcomes of the SUTD Pedagogy grant "Storytelling as a pedagogical tool in Teaching Linear Algebra". He will share the stories, visual art and an augmented reality object that was created in the course of this grant. Additionally, he will share his experience and hurdles in implementing the projects, as well as the outcomes of this innovative approach.
Gamifying Assessment using a MobileApp
Dr Omar Oritz, Lecturer, ESD
11:00 am to 11:20 am
Gamification is a modern tool that has been gaining growing interest for pedagogical purposes in the recent years. It consists in assimilating game elements such as characters, quests, high-scores, etc. into non-game contexts (e.g. education) to engaging users with fun yet meaningful challenges. Taking advantage of the available technology and applying gamification in the particular area of student assessment, Omar developed a mobile app prototype to test students with online quizzes designed as videogames. He will share more on the mobile app.
Dr Omar Oritz, Lecturer, ESD
11:00 am to 11:20 am
Gamification is a modern tool that has been gaining growing interest for pedagogical purposes in the recent years. It consists in assimilating game elements such as characters, quests, high-scores, etc. into non-game contexts (e.g. education) to engaging users with fun yet meaningful challenges. Taking advantage of the available technology and applying gamification in the particular area of student assessment, Omar developed a mobile app prototype to test students with online quizzes designed as videogames. He will share more on the mobile app.
Using Games and Gamification in Digital World course
Dr Oka Kurniawan, Senior Lecturer, ISTD
11:20 to 11:40 am
Have you wondered what kind of gamification would help SUTD students to learn? This is the question we try to address in this study. Students taking Digital World class vary in their programming experience and background. We used gamification to teach a preparatory course before students start Digital World. We were interested to find out what kind of games/gamification engages students. We used a traditional game and online game. We present the result of our analysis on these two gamifications on their learning and motivation in this session.
Dr Oka Kurniawan, Senior Lecturer, ISTD
11:20 to 11:40 am
Have you wondered what kind of gamification would help SUTD students to learn? This is the question we try to address in this study. Students taking Digital World class vary in their programming experience and background. We used gamification to teach a preparatory course before students start Digital World. We were interested to find out what kind of games/gamification engages students. We used a traditional game and online game. We present the result of our analysis on these two gamifications on their learning and motivation in this session.
Crowdfunding Campaign as a Pedagogical Approach
Dr Jianxi Lou, Assistant Professor, EPD
11:40 am to 12:00 nn
Technical entrepreneurship courses are faced with the natural challenges in providing experiential learning to university students on campus, who have limited time, resources, and connections to interact, experiment and learn with users, co-developers, marketers, manufacturers, and distributors of their entrepreneurial ideas. To conquer such challenges, we have used the online crowd-funding campaign as a pedagogical approach to intensify the experiential learning of technical entrepreneurship within a formal academic module, as a complement with traditional learning methods, such as lectures, case analysis, guest lectures, etc. In this presentation, Jianxi will share the theoretical ground, design, implementation, observations, outcomes, findings, and reflections of the crowdfunding-based pedagogical approach for the experiential learning in the Entrepreneurship module.
Dr Jianxi Lou, Assistant Professor, EPD
11:40 am to 12:00 nn
Technical entrepreneurship courses are faced with the natural challenges in providing experiential learning to university students on campus, who have limited time, resources, and connections to interact, experiment and learn with users, co-developers, marketers, manufacturers, and distributors of their entrepreneurial ideas. To conquer such challenges, we have used the online crowd-funding campaign as a pedagogical approach to intensify the experiential learning of technical entrepreneurship within a formal academic module, as a complement with traditional learning methods, such as lectures, case analysis, guest lectures, etc. In this presentation, Jianxi will share the theoretical ground, design, implementation, observations, outcomes, findings, and reflections of the crowdfunding-based pedagogical approach for the experiential learning in the Entrepreneurship module.