Funded LITE Grant Projects: Learning Technologies
Assessing the impact of incorporating a Twitter assignment into a Public Health and Nutrition course
Assessing how GenAI is used by students, instructors, and health-related employees to develop instructional recommendations for better preparing students for the workforce
Creation of an online learning resource that uses VR for engineering lab courses
Developing and testing an augmented reality app that displays and manipulates molecular structures
Creating a new series of geography labs using a menu driven app for climate modelling
Integrating game-based learning in computer science and assessing efficacy
Developing a game for students to learn how to identify social, cultural, and ethical implications of their research
Assessing the impact of sci-fi themed gamification for calculus in the sciences
Assessing how integrating AI-driven Virtual Standardized Patients can improve pharmacy students’ clinical skills, diagnostic proficiency, and communication abilities
Explores the use of virtual reality (VR) in a 4th-year design course, focusing on practical challenges, opportunities, and the impact on student creativity and collaboration
Examining the efficacy of virtual clinical instructions on need finding abilities in co-op work terms
Exploring how graduate supervisors navigate the use of generative AI tools in research and writing, to develop resources and guidelines for both supervisors and students
Redesigning Mobile Information Literacy modules for increased learning and student literacy skills
Creation of video and modelling software resources for learning anatomy
A two-phase research study with undergraduates enrolled in a Psychology course, taken by students from a variety of faculties, that explores how they encounter GenAI
Creation of a multi-media resource that illustrates the historical mapping and documentation of treaty making in Canada
“Mycroft” aims to enhance the AI-based Virtual Teaching Assistant (VTA) by adding conversational memory and prompts to improve accessibility, engagement, and support for students and staff in the classroom
Developing exercises and a software platform for experiential learning of game theory
Creation of an auto-grading exercise resource for relational algebra
Creation of a Printmaker's handbook for the instruction and stewardship practices for printmaking
Piloting a competition of undergraduate video creation on statistical topics from introductory statistics courses
Assessing student podcasting as a form of project-based learning for scientific communication
Creation of a digital “deep” map of the Second Battle of Ypres
Assessing the efficacy of personal technology blocking applications and the distractions present in health sciences