Blended / Experiential Learning
HKUST prides itself on its pioneering efforts in pedagogical developments, among which blended learning and experiential learning have been widely adopted in the School of Engineering.
A blend of online and face-to-face teaching, Blended Learning (BL) encourages students to acquire fundamental knowledge online and then apply it through a series of carefully designed in-class activities. Such an approach maximizes the benefits of both online and face-to-face interaction, as it provides students with a steeper learning curve and enables them to achieve much more during the process.
A blended-learning version of the following courses is being offered by the corresponding professors.
BIEN 2310 /
|Modeling for Chemical and Biological Engineering|
|CENG 2210||Chemical and Biological Engineering Thermodynamics|
|CIVL 3310||Structural Analysis|
|COMP 1022P||Introduction to Computing with Java|
|COMP 3111||Software Engineering|
|COMP 4431||Multimedia Computing|
|COMP 1001||Exploring Multimedia and Internet Computing|
|ELEC 1200||A System View of Communications: From Signals to Packets|
|ELEC 2100||Signals and Systems|
|ELEC 2100H||Honors Signals and Systems|
|ELEC 3500||Microelectronic Devices and Technology|
|ELEC 4820||Medical Imaging|
|ENGG 1100||First Year Cornerstone Engineering Design Project Course|
|IEDA 3270||Data-Driven Quality Technology|
Conceptual design of chemical processes and products. Integration of prior knowledge in the execution of a structured design project, under the direct guidance of faculty. Project topics encompass both process and product design with different emphases. Design tasks include literature and market survey, ideation, feasibility and viability studies, prototyping and/or simulation, unit operation or component design, planning and project management, and societal and environmental impact assessment. Emphasis on the design process, hands-on experimentation, teamwork, and self-learning.
This course intends to facilitate student’s exploration in earthquake engineering through hands-on experiments. Students are grouped to design and build scaled building models using wood, glue, strings and rubber bands, which are loaded and tested on a shake table under simulated earthquake ground motion. Through the design, build and test process, students can observe the effect of different design variables and details on the test result. Students are then guided to interpret the observations, identify possible issues, explore relevant knowledge, and propose viable options for improvement. Students need to reflect what they have learned on a revised building model and contest other groups in a final competition.
This experiential project-oriented music and video technology course will provide hands-on experiences in creating music videos and movie/game trailers by creatively remixing music, recutting video and applying effects such as time and frequency distortion, time warping, reverse, filtering, and phasing. Students will create music remixes, music/video/actor mashups, and plot twists in their music video storytelling. It will give students a chance to work with emerging video technologies such as deepfakes. Whether students have music or video background or not, this course will provide them a chance to create like a sound designer and director. For each of their music video creations, students will also create a behind-the-scenes commentary video that describes what they did and how they did it. They will share their creations and commentaries in class, and learn from and be inspired by one another.
A project-based, experiential course that exposes students to the design thinking process for health innovation to address the real-world unmet needs in the society. The goal of this course is to develop students' communication, interpersonal, teamwork, analytical, design and project management skills through a multi-disciplinary, team-based design experience. The design thinking process modules: empathize, define, ideate, prototype and test, will be introduced and the students will learn experientially by applying these process modules to solve the health unmet needs they observe in real life. The students are required to report their progress throughout the semester. At the end of the course, they will showcase their prototype in a roadshow and submit their project report and reflection on their design journey. It is a common core course for students from different schools who have no background in design thinking or are looking for practical experience in design thinking.
The experiential project course will provide hands-on experience in creating music videos and movie/game trailers by creatively remixing music, recutting video, and applying effects. It will provide a creative outlet where students can apply their problem-solving skills in a deep and engaging way to create music remixes, mashups, character videos, and reimagined video stories. It will also give students a chance to work with emerging video technologies. Whether students have music and video editing background or not, this course will provide them a chance to create like a sound designer, video editor, and director. For each of their music video creations, students will also create a behind the-scenes commentary video that describes what they did and how they did it. They will share their creations and commentaries in class, and learn from and be inspired by one another.
This project course gives HKUST undergraduate students the opportunity to work in teams from different schools, to serve identified community group (i.e. primary and secondary school students/South Asian youths etc.), to understand limitations on the served groups and to learn how to apply theoretical knowledge on the building of under-water robots. Throughout the project, HKUST undergraduate students will act as teachers by transferring their skills of under-water robot building to primary and secondary school students and/or South Asian youths. HKUST undergraduate students will also learn the skills of event management throughout the project. Students must obtain prior approval from course coordinator for enrolling in the course. May be repeated for credits, if different topics are taken. Graded P or F. May be graded PP.
A group/individual special project supervised by one or a group of faculty members. Students are required to conduct a project on a specified topic related to Global Health. Team will set objectives at the beginning of the term. There will be several task-based assessments throughout the term to check their progress. At the end of term students need to show case their output in a form of roadshow and submit the final report to the teaching team. Students may repeat the course for credits for at most three times. Instructor's approval is required for enrollment in the course.
Introduction to microprocessor technologies and computer hardware with industrial applications. Computer systems for industrial control. Digital communication, mobile computing and RFID technology.
This course's aim is to broaden the professional and engineering interests of students by enhancing their practicum/team-based experience through initiatives different from those of traditional lectures and tutorials. This is a project-based course to develop the students' knowledge/experience in designing and building a practical mechatronics system (formerly called Industrial Training). Students will work in teams to identify the needs for their designed prototype. Also, students will be given the opportunity to design and build various mechatronics components including electronic circuits, motors, sensors, etc. from CAD drawings, and practise their engineering knowledge through all laboratory sessions. The main goal is to develop and nurture skills in problem-solving, communication, interpersonal interaction, project and time management, etc. via the entire project.
This course will introduce the fundamental concepts of CubeSat. In this experiential course, a number of labs have been prepared with a different focus on orbits dynamics, analysis of control and thermal subsystems. Every student should finish fundamental labs individually, and organize in groups to work on an advanced design topic. The course shall offer students with both hands-on experience software simulation and hardware implementation. The topics in this course are introduced with mathematical deviations and case studies. After taking this course, students are expected to acquire an understanding of the fundamentals of satellite engineering and more importantly a common sense in technical and managerial aspects of engineering design projects with focus on aerospace applications.
Fei Chi En Dream Team Open Lab (DTOL)
Managed by the School of Engineering, Fei Chi En Dream Team Open Lab (DTOL) - an iconic facility situated opposite to the Engineering Commons at the academic building. DTOL is a maker-space facilitating student teams to turn their innovative ideas into projects or prototypes for entering competitions. Serving as the incubator for developing ideas, the Fei Chi En Dream Team Open Lab is where students make their dreams come true!
Apart from offering our student teams a conducive workspace, the Fei Chi En Dream Team Open Lab also provides basic equipment for students to work on projects of different areas. Students across different schools and disciplines can collaborate, work and learn together under this platform.
Undergraduate Student-initiated Experiential Learning (USEL)
In order to encourage students to develop their own project ideas, the School of Engineering is providing student-driven practicum opportunities to UG students through the Undergraduate Student-initiated Experiential Learning Program. Each engineering student may initiate a project that suits his or her interests under the guidance of a faculty member of the School of Engineering.