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Engaging Communication and Marketing Students Engaged in Virtual Collaborative Blended Learning with the Assistance of Technology

Engaging Communication and Marketing Students Engaged in Virtual Collaborative Blended Learning with the Assistance of Technology

 

1Kara CHAN and 2Izian IDRIS

1School of Communication, Hong Kong Baptist University (HKBU), Hong Kong
2School of Business, Sunway University, Malaysia

 

Keywords: Cross-cultural learning, international marketing education, problem-solving based learning, research-teaching nexus, teaching leadership

 

 

 

 

Abstract

This Article presents a case study of cross-cultural synchronous online learning between marketing and advertising undergraduate students in Hong Kong and Malaysia. A blended learning flipped classroom model allowed students to collaborate in real-time despite geographical distance. Students completed online learning materials on the FutureLearn platform before coming to class. During class time, students worked in groups and applied their theoretical knowledge to solve marketing problems with cross-cultural elements. The collaboration experience encouraged the development of intercultural competencies and collaborative work skills among students. Course materials were designed to address both the Hong Kong and Malaysian consumer experiences. This Article introduces the course’s pedagogical design and the challenges faced in implementation. The effectiveness of the cross-cultural online learning model is evaluated using learning analytics from the FutureLearn platform and an online survey. Best practices for synchronous online learning are recommended. Results indicated that students found online teaching materials visually stimulating, well-organised, and easy to understand. They gained intercultural skills and learned how to better communicate with consumers from other cultures.

 

Reminiscence Therapy in Virtual Reality: A Virtual Reality Application with Local Content to Help Mild Dementia

Reminiscence Therapy in Virtual Reality:
A Virtual Reality Application with Local Content to Help Mild Dementia

 

1Peter H. F. NG, 2Andy S. K. CHENG, 3Ken S. K. TAI, 4Kristy T.C. FUNG, 5Hugo H. F. TO, 6Ivan W. D. CHAN, 7Iris O. W. YAN, and 5Savannah H. Y. LO

 

1Department of Computing & Department of Rehabilitation Sciences, The Hong Kong Polytechnic University (PolyU),
Hong Kong
2Department of Rehabilitation Sciences, PolyU, Hong Kong
3Service-Learning and Leadership Office, PolyU, Hong Kong
4Queen Elizabeth Hospital, Hong Kong
5SAHK, Hong Kong
6Haven of Hope Hospital, Hong Kong
7MacLehose Medical Rehabilitation Centre, Hong Kong

 

Keywords: Mild dementia, virtual reality, reminiscence therapy, interdisciplinary project

 

   

 

Abstract

Dementia poses a serious threat to the way of life of the elderly and impacts their daily activities. We have therefore developed an interdisciplinary project applying virtual reality (VR) and the reminiscence therapy approach to cope with mild dementia, using the HTC Vive VR system and the Leap Motion sensor software system. The scene of our application is constructed with reference to a Hong Kong public housing flat in the 1970s, and two different modes are available, namely the cognitive assessment mode and explorer mode. This project enables the occupational therapy students to develop a good understanding of the content creation process in virtual reality, including virtual asset, movement and interaction design, which constitute to the effective delivery of therapy for people with dementia.

Compared to paper-and-pencil tests, VR provides a more ecologically valid testing and training scenario. With VR, total control and high consistency of stimulus delivery to enhance the reliability of results can be easily achieved. It also provides several benefits for occupational therapy students. First, the students will not be negatively affected by the complicated physical environment. Second, all the actions in VR can be recorded for further analysis. Third, solid evidence is obtained instead of relying on self-evaluation paperand-pencil assessments. This Article describes the development and implementation of a VR application in rehabilitation. It illustrates the design and development flow, and provides a solution to evaluate the quality of interdisciplinary work in engineering and health science.

 

Resiliency of the Architects in the Academe: A Qualitative Focus on the Virtual Architectural Design (AD) Studio in the Philippines

Resiliency of the Architects in the Academe: A Qualitative Focus on the Virtual Architectural Design (AD) Studio in the Philippines

 

John Clemence PINLAC, Noel CRUZ, and Caryn PAREDES-SANTILLAN

College of Architecture, University of Santo Tomas, Manila, Philippines

 

Keywords: Resilience, human capital, virtual design studio, architecture education, Philippines

 

   

 

Abstract

The widespread impact of COVID-19 greatly affects the deployment of higher education. In the Philippines, with the current physical restrictions, academic institutions have shifted to online learning. However, with limited technological resources compounded by one of the poorest internet connections in Southeast Asia, online learning is a constant challenge to educators in the Philippines. Even more so in architectural design, a studio culture in which creativity and mentorship are the main thrusts.


Current literature on online learning in the country is mainly focussed on general subjects. This paper seeks to define the ways in which the architecture studio culture adapted to the challenges of conducting education online. This research employs qualitative methods that focus on the educators’ shift to the online format when it comes to handling architecture studios in the Philippines. In particular, it examines the resiliency and resourcefulness of educators as well as the tools and techniques used. The study hopes to produce a framework for the continued improvement of the online architectural studio that will benefit educators and students alike.

 

Augmenting the Exposure of Extended Reality (XR) Technologies for Architectural Graduate and Undergraduate Students in Hong Kong: On Teaching Initiatives for Virtual-, Augmented- and Mixed Reality (VR/AR/MR)

Augmenting the Exposure of Extended Reality (XR) Technologies for Architectural Graduate and Undergraduate Students in Hong Kong:
On Teaching Initiatives for Virtual-, Augmented- and Mixed Reality
(VR/AR/MR)

 

Garvin GOEPEL, Jimmy T. W. HO, and Adam FINGRUT

The Chinese University of Hong Kong (CUHK), Hong Kong

 

Keywords: Augmented/virtual reality, learning-oriented technologies, curriculum and syllabus design, tools and platforms

 

   

 

Abstract

This Article discusses strategies for the exposure and integration of extended reality (XR) technologies among postgraduate and undergraduate level architecture students in Hong Kong. Explored are collaborative, constructivist, and design thinking frameworks embedded into the course curriculum, teaching workshops, and design activities for the promotion of hybrid (physical and digital) learning.


Programmes such as those at The Chinese University of Hong Kong (CUHK) do not consider XR as part of the core curriculum, resulting in students successfully completing a degree without exposure to the technology, platforms, and methods, leaving them unprepared for an increasingly digital future in professional practice. This study examines strategies for hybrid teaching and learning initiatives, student exposure to ongoing research and development of emerging technologies, and preparation for a future industry that mixes digital, physical, and virtual practice in architecture. It showcases different approaches for technology-facilitated teaching and learning using mixed reality design and build workshops in public
university spaces, the integration of XR methods and hardware within studio and elective course curriculum, and crossover studio workshops available for faculty and students.

Results of an online questionnaire for students (n = 34) reflected a high need for learning AR in architectural education. Participants agreed that augmented reality (AR) technology can enhance design thinking process and self-learning, and lead to a more effective architectural practice. Major learning obstacles include the lack of technical support and relevant knowledge, accessibility to specific tools and pre-occupied academic schedules by other schoolwork.


By keeping instructors and students engaged with novel XR technology, programmes and graduates will remain competitive in academic and professional pursuits. They develop novel hybrid workflows and methods for design-driven research in a future practice where digital, physical, online, and offline learning become increasingly fluid.



Establishing Communal Constructivism as an Appropriate Pedagogy for Virtual Reality (VR) Technology

Establishing Communal Constructivism as an Appropriate Pedagogy for Virtual Reality (VR) Technology

 

1William K. W. CHOY, 2Andrew K. H. TAN, 2FOO Wing Yong, and 2CHIA Kiah Ngian

 

1Principal Fellow, Higher Education Academy, UK
Consultant, Hong Kong Baptist University (HKBU), Hong Kong

1ITE Academy, The Institute of Technical Education (ITE), Singapore
2Aerospace Avionics, School of Engineering, The Institute of Technical Education (ITE), Singapore

 

Keywords: Communal constructivism, virtual reality, technical and vocational education and training (TVET), Institute of Technical Education (ITE), aerospace avionics, innovative pedagogy, student learning outcomes

 

 

 

Abstract

As educators explore the use of virtual reality (VR) technology for education, there is an increased need to deliberate which pedagogical methods offer opportunities for doing more than just replicating the conventional classroom by leveraging the distinctive features and potential offered by the technology.

This research proposes communal constructivism as a viable pedagogy in the technical and vocational education and training (TVET) context. This approach, supported by VR technology, was implemented to train students in the concept of the aircraft Instrument Landing System (ILS) as covered in one of the Institute of Technical Education (ITE)’s aerospace avionics modules.

Two groups of 32 learners participated in the study in which their learning experiences were analysed. Data from surveys, semi-structured interviews and observations were examined to ascertain participants’ experiences and the outcomes of the proposed pedagogy, including the affordances of the technology to improve their learning.

The findings from the quantitative and qualitative data suggest that learners construct knowledge for their benefit as well as collaboratively as a group to improve their learning, as a consequence of the innovative approach.

 

Augmenting the Virtual Environment: Technology – Innovation – Humanity

Special Issue

Augmenting the Virtual Environment: Technology – Innovation – Humanity

 

1Eva Y. W. WONG and 2Theresa KWONG 

 

1Principal Fellow, Higher Education Academy, UK
Consultant, Hong Kong Baptist University (HKBU), Hong Kong

2Senior Fellow, Higher Education Academy, UK
Director, Centre for Holistic Teaching and Learning, Hong Kong Baptist University (HKBU), Hong Kong

 

Keywords: eLearning, virtual teaching and learning (VTL), online learning, face-to-face learning

 

 

 

Abstract

This Special Issue was conceived to complement the 16th eLearning Forum Asia (eLFA2021), hosted entirely online by Indonesia’s Soegijapranata Catholic University around November/December 2021 (https://www.elfasia.org/2021). At the time, the COVID-19 pandemic was still affecting student mobility, with colleges and universities deploying eLearning or virtual teaching and learning (VTL) to continue educating students. The Forum provided educators and technologists with an opportunity to “take stock of the rapid technological and educational movements in response to the pandemic and to consider the long-term benefits and challenges to students and institutions of learning” (eLearning Forum Asia, 2021). Eleven manuscripts are accepted for publication in this Special Issue. There are eight Articles and three Reflections on Practice showcasing innovative use of technologies and pedagogies to educate students. All eleven papers demonstrated humanity as educators were keen to help students learn effectively despite the pandemic, with good VTL measures adopted during the pandemic transitioned into routine practices to ensure continued benefits to students.