DISCIPLINE AWARDS 2018: WINNERS

DISCIPLINE AWARD WINNERS: ARTS & HUMANITIES

  • Falmouth University

    Gold Award Winner

  • Good Work Foundation

    Silver Award Winner

  • Hong Kong Baptist University

    Bronze Award Winner

Falmouth University


The Online Orchestra is a research project funded by the Arts and Humanities Research Council (AHRC). We’re asking how we can use the internet to give children and amateur musicians who live in remote communities around the country the same opportunities to play in an orchestra as those who live in larger towns and cities. We’re designing an online orchestra that will allow people who live hundreds of miles apart to make music together for the first time.

Good Work Foundation


The Open Learning Academy partners with rural elementary schools, allowing them to outsource digital, English and mathematics literacy to Good Work Foundation’s (GWF) digital learning campus. This is a continuous program that supports rural learners from Grade 4 onwards. In addition, conservation learning is added on a monthly basis supporting a need in South Africa to educate rural communities on environmental sustainability. As of 2016, GWF’s programmes reach more than 5000 children across four digital learning campuses, and English and math’s performance increases of up to 37% for school learners.

Hong Kong Baptist University


This project aims to provide an online learning portal for public speaking enthusiasts worldwide. This learning portal is a mobile-friendly web application (entitled ‘Speak!’) on which public speaking learners can polish their skills and knowledge through games and a video-sharing section. To sustain learner interest in Speak!, we include a story where users have to raise a cartoon chicken and refurbish its home. Speak! also includes human-computer interaction as technologies such as eye-tracking and voice recognition are adopted to record their performance and provide real-time feedback for their improvement.

DISCIPLINE AWARD WINNERS: ENGINEERING & IT

  • Tecnologico de Monterrey

    Gold Award Winner

Tecnologico de Monterrey


The proposed Open Innovation Laboratory has three major pillars: specific Learning Techniques to enhance education; Design Methodologies to guide the design process, and a Rapid Product Realization Platform, that includes emergent technologies for product development. Using this Open Innovation Laboratory, it is possible to demonstrate students apply technical skills and experiences during the development of innovative and sustainable products. The laboratory promotes interactive collaboration between internal and external actors during the innovation process to develop Sensing, Smart, and Sustainable products and services. It also supports the maker movement to stimulate an entrepreneurship culture and foster companies incubation and economic development.

DISCIPLINE AWARD WINNERS: LIFE SCIENCES & MEDICINE

  • National University of Singapore

    Gold Award Winner

  • Inspark Teaching Network

    Silver Award Winner

  • Gulf Medical University

    Bronze Award Winner

National University of Singapore 


The Generation Y students who come into the pharmacy course are technology-savvy and digitally-focused. We identified their gaming habits and preferences for a pharmacy-related serious game. In general, students preferred a three-dimensional, post-apocalyptic game with a fantasy/medieval/mythic setting and an adventurer storyline, played in a collaborative manner. Thus, we developed a three-dimensional Multiplayer Online Role-Playing Game, in which students engage in a futuristic fantasy world to “save the world” from a plague, so as to learn about the 21st century competencies and skills (confidence, critical thinking, communication skills, responsible decision-making, self-directed learner) needed in their future clinical practices.

Inspark Teaching Network


BioBeyond is an introductory biology course unlike any you’ve seen before. It teaches science as exploration of the unknown, using next-generation interactive and adaptive courseware technology. It’s changing science education — both teaching and learning — forever. We focus on moving students away from pure fact memorization, and get them excited to form deeper understandings of scientific reasoning, develop problem solving skills, and understand modern science. BioBeyond is driven by the Inspark Teaching Network, in collaboration with the Center for Education Through eXploration at ASU (ETX), Smart Sparrow, and world-leading research universities and innovative educators.

Gulf Medical University


Problem-based learning (PBL) is an important educational strategy, adopted and contextualized in many medical colleges. A problem is usually presented to students in paper form or in a digital format. This format of delivery, lacks the authenticity of a patient encounter. The Project Virtual patient learning (VPL) is an online simulation system, based on artificial intelligence and pre-recorded movies, in which the learner plays the role of a physician who confronts a (simulated) patient. The interaction takes place in real time and each decision taken by the learner instantly affects the reactions of the patient, just as it would in real life. The patient in the scenario is played by a professional actor who is trained to simulate variable moods, attitudes, and emotional responses through verbal and non-verbal communication (body language, facial expressions, and tone of voice). Feedback is given through the simulated patient’s comments. Virtual patient learning can be used in two modes: a ‘learning’ mode and an ‘evaluation’ mode. VPL has been used on a trial basis in Qatar, Lebanon, the UAE, Italy, and France. Outcomes We believe that VPL will gradually replace the traditional less authentic forms of PBL.

DISCIPLINE AWARD WINNERS: NATURAL SCIENCES

  • Tecnologico de Monterrey

    Gold Award Winner

  • Koantum

    Silver Award Winner

  • National University of Singapore

    Bronze Award Winner

Tecnologico de Monterrey


The goal is to improve the teaching-learning process of mathematics by increasing spatial visualization skills using augmented reality, virtual environments and 3D impressions. A new way of teaching important mathematical concepts is presented by adding the senses of touch and sight to the learning process, showing the student a way of describing reality through mathematical language in a natural way and achieving a meaningful learning of mathematics. The results indicate an increase in motivation and increased learning, in addition to developing skills of mathematical visualization and interpretation of concepts in students.

Koantum


Koantum is an online education program that makes science engaging for elementary students and young learners (K-5). Our curriculum is based on the Next Generation Science Standards (NGSS), using 5E Instructional Model. With interactive, self-guided lessons, our program allows children to immerse themselves fully in science while complementing core curriculum. Koantum includes: 1- Standard-based science lessons 2- Lesson plans for teachers to guide on how to present each topic 3- Extra printable student worksheets 4- Tracking and assessment engine to monitor students 5- Insight on each student’s strengths and trouble area 6- Student Management Dashboard.

National University of Singapore


In university library resources training, there are currently three primary modes of teaching students how to conduct literature research using SciFinder: (1) instructing via live classroom and (2) teaching via recorded videos (3) self-learning without guidance. The inverted classroom model has not been adopted in teaching how to use such essential chemical databases. In our project, we share our motivations and experience with the inverted classroom approach teaching SciFinder. Students’ reports suggest more positive learning perception and better experience with the inverted classroom approach. The effectiveness of the inverted-SciFinder approach is evidenced by higher scores obtained in the end-of-class assessment.

DISCIPLINE AWARD WINNERS: SOCIAL SCIENCES

  • QUT

    Gold Award Winner

  • Purdue University / SPEAK MODalities LLC

    Bronze Award Winner

  • The University of Queensland

    Bronze Award Winner

QUT


TeachConnect is an innovative approach that uses an online platform and engagement strategy to connect preservice teachers with an interdisciplinary professional learning community of experienced teachers and discipline experts. Embedded in and available after their university studies, TeachConnect nurtures employability and attainment by providing the space for preservice teachers to develop networks, knowledge and skills, shape career aspirations and expectations, build confidence, and meet professional standards prior to entering the classroom. Collaboratively developed by eight universities over four years since launching in September 2015, TeachConnect has reached over 1,000 preservice teachers across Queensland, Australia.

Purdue University / SPEAK MODalities LLC


SPEAKall! and SPEAKmore! are evidence-based mobile applications for speech and language learning in autism and developmental disabilities. About 50% of these learners remain minimally-verbal even after years of treatment. New intervention technologies are needed to help and reduce the cost to schools, parents, and insurance estimated at $268 billion annually in the US. SPEAKall! and SPEAKmore! enable early language learning, facilitate natural speech development, enhance generalization skills, and expand social circles as students learn. These solutions grow with the learner, enabling better participation in school and community, thus reducing the lifetime cost of care while enhancing chances for classroom success.

The University of Queensland


The University of Queensland developed a novel online crime drama and lecture video series that forms the basis of both an online course and an on-campus flipped course. Students take PSYC2361: The Psychology of Criminal Justice as a second-level elective on campus and as an online course called CRIME101x via edX. PSYC2361 students attend a 3-hour on-campus class each week where they work together with the teaching staff to answer questions related to the crime investigation depicted in the drama videos. The drama provides a coherent context for the online lecture videos and class activities, while regular assessment reinforces the video content.

Over 60,000 students from 169 countries as diverse as Botswana to Kuwait have enrolled in CRIME101x online. On campus, approximately 300 students have taken part in the course. Students show an average improvement of around 35% in their weekly online quiz marks, and also show an improvement in their in-class tests, of around 13%.