Abstract
1. The proposed VR game-based learning program enables the good utilization of CUHK campus plants as teaching and learning materials.
2. By applying the VR production experience, the traditional lectures could be enriched by the addition of the program content as a new form of course assessment and flipped classroom activities.
3. Two campus-based and one off-campus nature trails of different educational themes would be created. Particularly the landscape of the habitats on the trails would be filmed by drone.
4. The new program with novel VR interactive quizzes and eLearning exercises could enhance teaching and learning effectiveness in University.
5. The key component of game mode design would facilitate more active and interesting learning when the enrolled students challenge one another on the learning platform.
6. The program could act as a backup teaching plan during class suspension period.
7. The program could be released in the semester of Jan 2022 as a pilot scheme and operates for further teaching enhancement in coming years.
Brief write-up
Project objectives
1. To make good utilization of CUHK campus plants as teaching and learning materials through VR game-based learning program;
2. To enrich the traditional lectures by adding the new form of course assessment and flipped classroom activities;
3. To create two campus-based and one off-campus nature trails of different educational themes;
4. To enhance teaching and learning effectiveness in University with novel VR interactive quizzes and eLearning exercises;
5. To facilitate more active and interesting learning with interactive and challenging platform;
6. To be a backup teaching plan during class suspension period; and
7. To provide a pilot scheme of learning in the semester of Jan 2022 and to continue its operation for teaching enhancement in coming years.
Activities, process and outcomes
More than 30 plants species had been incorporated into the game-based VR online exercises of the three learning trails which included high resolution photographs, video of the three trails, aerial photos by 360o and droid cameras. Each exercise provided a total of 30 questions under 10 interactive hotspots for plant searching and identification with assessments. A pilot test run was carried out in April 2021 to collect the feedback from the course BIOL4510 “Hong Kong Flora and Vegetation” students. Based on the feedbacks, the interfaces and questions of the first exercise were improved. Further feedback-based modification was made in the other two exercises. All of the game exercise production was completed by May 2021.
Deliverables and evaluation
Three VR game-based learning trials with interactive VR Tree Hunt Games have been produced. (URL:
https://syhuherbarium.sls.cuhk.edu.hk/Treehunt). They were designed with different learning themes and provide basic science information and career development thoughts for the undergraduate students. All of them are compatible to mobile VR experience technology. More than 70% of students (of BIOL courses) were found to have good understanding of 10 plants species and their related applications during pilot test period from April to September 2021.
Dissemination, diffusion, impact and sharing of good practices
A poster presentation was given in the Teaching and Learning Innovation Expo 2021 which was organized by the Centre for Learning Enhancement And Research (CLEAR), Centre for eLearning Innovation and Technology (ELITE) and Information Technology Services Centre (ITSC) of CUHK. And the tree hunt game was presented to local primary and secondary school teachers in an Education seminar (organized by the Education Bureau and the Shiu-Ying Hu Herbarium) on 15 July 2021. All teachers and co-workers welcomed the new teaching software very much, more than 8 schools had participated in the further development of VR learning in their campus since then.
Impact on teaching and learning
Majority of students (e.g. BIOL 4510 “Hong Kong Flora and Vegetation”) in the trial run enjoyed the new learning approach which resembles an adventure and had fun of playing game. The tree hunt game documented in our well-managed server could be adopted before and after lecture as a very effective flipped classroom. The software URL could be given to students for convenient learning, discussion and revision. Repeated usage and learning would not cause extra burden to teachers and students, as no fresh materials or check points is required as in laboratory sessions. The VR game actually show the reality of the nature trails with the vegetation types and ecology. Users could experience very similar learning exposure as those in the nature. So the indoor learning method could supplement the students’ learning experience even under bad weather or epidemic period. Frequently mixed up morphological and botanical terms have been discovered through the results of the in-game question set. More explanation and examples could be given in lecture to consolidate students’ concepts learnt from playing the game. It is also definitely useful to direct students’ understanding in botany to facilitate knowledge transfer and career opportunities.