The 22 projects under the "e-Learning Ancillary Facilities Programme " will be released in batches starting from 2025. At that time, the Quality Education Fund (QEF) will provide funding for all publicly funded schools in Hong Kong to order the relevant projects, aiming to enhance the quality of e-learning support and assist schools in developing innovative technology.
To this end, we have specially established a School Trial Program to encourage schools to understand the features of the projects before ordering. The project team will provide technical support to schools interested in participating in the trial program, allowing them to test the projects in advance. The project team will also collect user feedback to continuously improve the projects.
There are a total of 11 projects available for the first batch of the trial program. If you wish to trial other projects, please stay tuned for updates on this website.
For details and information about the projects, please visit the "Quality Education Fund e-Learning Ancillary Facilities Programme" webpage.
Project name | Organization | Applicable | |
Teacher Training | 2021 / 0212 Intelligent Design-Aware Learning analytics empowered 21C L&T System (IDEALS)
。 | CITE at the Faculty of Education, HKU | Senior Primary & Junior Secondary |
Language | 2021 / 1067 AI – assisted Virtual Reality English Speaking Program for Secondary Students This project is HKUST's first large-scale educational technology initiative targeting secondary school English education. The three-year program combines global Englishes curriculum, artificial intelligence, and virtual reality technologies. It aims to provide secondary students with various virtual practice scenarios (including one-on-one interviews, DSE English oral exams, etc.), offering flexible and targeted English learning experiences based on students' actual needs and situations. Additionally, the project is supported by several leading international English education scholars who provide professional guidance to ensure education quality. | Center for Language Education, HKUST | Senior Secondary |
This project aims to develop a conversion system that digitizes paper-based assessment materials, enhancing the efficiency and convenience of the assessment process. With just one click, existing assessment documents can be converted into electronic formats, allowing students to input answers and respond to digital questions using desktop or mobile devices. The system also features robust data analysis capabilities, generating detailed analysis reports for each question. Teachers can quickly understand students' mastery of each topic by reviewing these reports, enabling targeted teaching adjustments to improve instructional effectiveness. | Xianggang Putonghua Yanxishe | Primary | |
2021 / 1097 LingoTask : An AI-Powered English Teaching and Learning System LingoTask is an AI-powered English learning platform designed specifically for the education sector, combining cutting-edge technology to provide fast, accurate, and personalized essay correction services. Students can upload their essays via the app and receive detailed feedback within one minute. With batch processing capabilities, teachers can correct up to 1,000 DSE English essays within an hour. The system boasts efficient handwriting recognition with a 99.7% accuracy rate for past DSE essays and a grading accuracy of 90%. Additionally, the AI offers personalized grammar corrections, sentence rewrites, and sample essay generation, significantly enhancing students' learning journeys. | Stanley Ho Big Data Decision Analytics Research Centre, CUHK | Primary & Secondary | |
Knowledge Overlord is an innovative online learning platform that combines reading, artificial intelligence, and gamification elements to enhance students' literacy skills and 21st-century competencies. The platform features a wide range of physical and electronic books and offers four challenge modes: Reading Battle, where students answer AI-generated questions to develop comprehension skills; Writing Battle, which encourages summarizing or creative story writing; Questioning Battle, which trains students in designing high-quality questions; and Critiquing Battle, which fosters critical thinking. By participating in these diverse challenges, students can not only comprehensively improve their reading and language skills but also gradually expand their virtual island empire through engaging gameplay. | School of Nursing and Health Studies, HKMU | Primary & Secondary | |
This project uses AI chatbot technology (ChatGPT) to create an e-learning platform for upper primary and junior secondary students, helping them develop English listening and speaking skills. The system offers flexible course assignments for personalized learning experiences. Students can practice conversations with chatbots in a virtual environment, customize avatars, and reduce their fear of speaking English. The platform provides instant, real-time feedback on fluency, pronunciation, vocabulary, grammar, and intonation. Teachers can adjust course content based on individual learning needs, catering to diverse learning styles and helping students learn English in an engaging, enjoyable environment. | Chinese YMCA of Hong Kong | Primary & Secondary | |
STEAM | 2021 / 0742 The use of Algorithm and AI technologies to enable Adaptive learning in Mathematical Education The Lambda Math learning platform aims to establish a hybrid adaptive learning system for secondary school mathematics education, offering dynamic, interactive multimedia materials and personalized content to address learning differences and promote self-directed learning. The system includes a database to optimize learning and provides 4,500 different types of math problems, 250 interactive mini-programs, and 430 short videos for teachers to conduct continuous assessments and flipped teaching. The scoring system and automatic analysis functions are used to track students' performance in various areas and optimize teaching effectiveness. | Department of Mathematics,CUHK | Senior Secondary |
This project is based on SWEETIE educational theory (Situation, Wondering, Envisioning, Exploration, Thinking-back, Innovation, Extension), which utilizes modern learning management system to develop a series of design-led hybrid STEAM courses. With reference to the history of the Industrial Revolution, the STEM curriculum in primary and secondary schools is divided into four levels, promoting cross-disciplinary learning in a progressive and spiral way. This approach enhances students' 21st-century core competencies such as mental rotation, critical thinking, divergent thinking, and media literacy. Throughout the course development, the latest science curriculum framework announced in 2023 has been taken into consideration to facilitate the integration of both cross-disciplinary and disciplinary learning. | Department of Curriculum and Instruction, EdUHK | Primary & Secondary | |
Interdisciplinary | 2021 / 1072 Learning Management System and Knowledge Management with Artificial Intelligence and Big Data This system comprises three parts: Learning Center, Resource Center, and Data Center. The project team aims to develop a one-stop teaching and learning platform that provides teaching resources and a database, allowing teachers to share various resources through the platform. The platform utilizes AI analysis and big data technology to simplify assessments, track student progress, and enhance interactive teaching and flipped classroom strategies. Additionally, the system can connect with commonly used platforms in daily teaching, such as Google Classroom, Microsoft Teams, and EdCity, eliminating the hassle of using multiple platforms separately. This makes lesson preparation, classroom teaching, post-class assessments, and follow-ups smarter and more convenient. This system will significantly improve teaching efficiency and effectiveness. | Department of Electrical and Electronic Engineering,HKU | Primary & Secondary |
2021 / 1023 The project team enhanced EduVenture®, an outdoor mobile learning application designed for students, aiming to boost self-directed learning through inquiry-based field visits. To date, over 500 schools have adopted EduVenture®. The project team has also incorporated artificial intelligence technologies to enhance the system's capabilities and develop 30 sets of teaching materials which align with the updated curricula of science and humanities subjects in primary education and Citizenship and Social Development in secondary education in Hong Kong. | Centre for Learning Sciences and Technologies (CLST) ,CUHK | Primary & Secondary | |
Special Education Needs | 2021 / 1041 Digital Physical Quotient and Learning Platform This project aims to establish an e-learning platform for physical and cognitive development education in kindergartens, primary schools, and special schools. The platform offers activities of varying difficulty levels, incorporating AR and MR technologies. It utilizes sensors and data reception tools to develop tests and training activities targeting children's fine and gross motor skills as well as cognitive development. The team will analyze the collected data to assess children's physical and cognitive abilities and provide quantified results. This platform not only enhances children's physical and cognitive capabilities but also offers valuable data support for teachers and parents, helping them better understand and foster children's development. | Department of Rehabilitation Sciences,PolyU | Kindergarten & Junior Primary |
This trial program only accepts applications from schools. Schools interested in participating in the program, please click 'Register Now'. The number of trial schools for each project is limited. The project team will individually contact participating schools to discuss the detail