CTL1606H Micro-Teaching Lesson: Gamification
The purpose of the lesson was to introduce some gamification tips and tricks to keep in mind when designing gamification experiences geared towards deep learning. The lesson was created in H5P and VideoScribe apps. It includes interactive video, drag & drop, true/false, and matching exercises, poll, and many more features. The lesson itself incorporates some gamification principles. Can you find them all? Click the picture to access the micro lesson.
KMD2200H Workshop Series
The workshops equipped me with web development and visual thinking tools for effective communication. Data visualization and human-computer interaction design strategies helped me convey complex data and make my message stick in the context of diverse media. The website and its content incorporate some concepts I learned in the workshops.
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KMD1001H PEST Analysis: Online Course Design
Online education has been around for a little more than 20 years, which is still brand new. Of course, some trends are emerging, but there is no one "right" way to design an online course because the context in which online learning occurs is constantly changing. The course design is also never neutral. We always incorporate what matters to us into our design decisions. The PEST analysis explores how some political, economic, socio-cultural, and technological factors can affect online course development. Click the picture to access the presentation.
KMD1002H The Virtual Campus
The virtual campus provides a safe place for students to learn and experiment as a part of a learning community. Its affordances enable students to participate in interactive learning through multiple spatial perspectives on- and off-campus. The presentation introduces the features of existing Virtual Reality platforms that mimic real-life campuses and justifies how the usability of the Future Virtual Campus targeting higher education can be enhanced. Click the picture to access the presentation.
Ph.D. Thesis: The Effects of Virtual Reality Modality on Cognitive Load and Willingness to Communicate in English as a Second Language
A collaborative specialization in Knowledge Media Design allowed me to investigate the Virtual Reality affordances from a human-centred design and pedagogy perspective to bridge the gap between technology, pedagogy, and plurilingual/pluricultural factors to inform the design of virtual environments for more inclusive, diverse, and effective second language learning. Click the links below to read articles based on my thesis, and click the picture to access the thesis presentation.
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