This is a University-School Support Programme funded by Education Bureau. This is a three-year (2014-2017) project. This project aims to provide support to teachers and schools to implement self-directed learning (SDL) in the Science KLA in the upper primary (P.4-6) General Studies and lower secondary (S1-3) Integrated Science subject in Hong Kong schools. Throughout the project period, there will be 40 schools participating in this project.
The capacity building support for SDL encompasses three core areas:
The ultimate, overarching goal is to nurture and develop student’s self-directed learning ability and equip them to become confident and capable life-long learners in the 21st century so as to improve students’ self-efficacy and achieve smooth transition from primary to secondary school education in the science KLA.
本計劃是由教育局教育發展基金資助,校本專業支援:大學 — 學校支援計劃之一,為學校與教師於科學教育學習領域推行自主學習(SDL)其中包括高小常識科(小四至小六)及初中綜合科學科(中一至中三) 提供支援。建立學校及老師能力的支援包括三大核心範疇:設計與實踐有關科學教育學習領域推行自主學習及評估活動、以電子學習支援科學探究的學生學習及教師教學設計活動,及培養校內領導能力以發展創新的教學和評估。最終目標是培養及發展學生的自主學習能力,並裝備他們在廿一世紀中成為有自信及才能的終身學習者,並以提升他們的自我學習效能,以順利過渡在科學教育學習領域升中的轉變。
The Jockey Club Self-directed learning in STEM Project is a 30 month project (Mar 2019 – Aug 2021) funded by The Hong Kong Jockey Club Charities Trust and organised by the Centre for Information Technology in Education of the Faculty of Education, The University of Hong Kong. The project facilitates STEM education development with self-directed learning (SDL), targeting at the upper primary (P.4-6) and lower secondary (S1-3) levels in Hong Kong schools.
賽馬會 STEM 自主學習計劃由香港賽馬會慈善信託基金捐助,並由香港大學教育學院教育應用資訊科技發展研究中心主辦。這為期30個月(2019年3月至2021年8月)的計劃,以高小(P.4-6)和初中(S1-3)年級為對象,透過推行自主學習(SDL)促進香港學校在STEM教育的發展。
The project aims to build professional capacity of schools and teachers for innovative STEAM development through the adoption of self-directed learning (SDL) pedagogy, enhance teachers’ assessment literacy especially in relation to STEAM education, and build joint-school networks for sustainable and scalable pedagogical and assessment innovations.
優質教育基金主題網絡「大學—學校支援計劃」—— 以全方位自主學習推展校本STEAM課程計劃(In-STEAM)旨在通過自主學習的教學法,建立學校與教師在STEAM創新發展方面的專業能力;增強教師的評估素養,特別是在STEAM教育方面的評估;建立聯校網絡,以促進可持續、可擴展的教學及評估創新。
Computational thinking (CT) is an emerging competence in digital literacy. It qualifies our new generation of youth in solving problems in our technology economy this century. Coding is central for students to develop CT and become effective computational thinkers. Learning how to code is now more affordable and accessible than ever with advanced learning technologies. However, students need to learn to solve problems in their social context and apply coding skills beyond school. With most people using mobile technology in our society, opportunities abound for students to contribute to their communities and care for those around them by applying their coding skills. For coding skills to be employed for social good, it would be best learned and contextualized in a social setting. This is why the Jockey Club Coding for Community project emphasizes the importance of engaging students’ coding in a community mentoring scheme based on adult-youth partnership. We hope you will find our Project meaningful through browsing our website and explore ways in which you could join us in our youth’s technology education.
運算思維 (CT) 是數字素養中的新興能力。它使我們的新一代青年有能力解決本世紀技術經濟中存在的的問題。 編碼是學生發展運算思維並成為有效率的的運算思維者的核心。隨著先進的學習技術的發展,如今學習如何編碼比以往任何時候都更容易獲得。然而,學生需要學會在他們所處的社會環境中解決問題,並在學校之外應用編碼技能。隨著我們社會中使用移動技術的人數的增加,學生擁有更多機會應用他們的編碼技能為他們的社區做出貢獻並為他們周圍的人提供關懷。青年應在社交環境中學習和融入環境 , 去發展用於社會公益的編碼技能。這就是為何 賽馬會編「社」人生計劃 強調將學生的编碼學習融入到基於成人-青少年夥伴關係的社區師友計劃的重要性。這種特殊的合作夥伴關係使學生能夠與導師密切合作,發展有意義的關係,並在社區中通過編碼探索服務社群的機會。
In 2010, the HKSAR Government launched an e-Learning Pilot Scheme involving 21 projects in 61 schools. The aim of this research is to study how the system and school level factors and their interactions may affect the further development and sustainability of the e-Learning innovations after the Pilot Scheme comes to an end. The research design is underpinned by an ecosystem model of change in which the sustainability of the new species (innovation) depends on the mutual adaptation between the new species and the environmental conditions.
教育局於2010至2014年推行為期三年的電子學習試驗計劃。本研究基於生態系統的角度,探究在電子學習試驗計劃結束之後,在系統及學校層面上的因素以及它們之間的互動如何影響電子學習的可持續性及創新的進一步發展。
Worldmaker is an iconic modelling tool that supports the construction of models from objects and events. This user-friendly environment enables even young children to create their own simulations, to express their own representations of their world and to explore other people's ideas. Teachers can use it to create and adapt simulations of scientific phenomena to make the learning of abstract concepts accessible and explorable for a wide range of topics found in the school curriculum.
「模擬世界」是一套利用圖像操控、簡單易用的模型製作軟件。它能讓讀者設計不同物件及它們的互動關係來建立各式各樣的模型。「模擬世界」提供的簡便操控方法不單能讓小孩建立自己獨有的虛擬模型以表達他們的世界,也方便他們探索其他人的意念。教師利用「模擬世界」就能輕易地製作出模擬模型,作為教授科學現象的材料。虛擬模型不但能令抽象的科學理論變得簡單易明,還可以隨時隨意被改動以切合不同學生和老師的需要。現在只要使用「模擬世界」,無論教授任何課題都會變得輕而易舉。