Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/100744
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dc.contributorDepartment of Land Surveying and Geo-Informaticsen_US
dc.contributorEducational Development Centreen_US
dc.creatorSheen, KAen_US
dc.creatorWong, MSen_US
dc.creatorKam, Ren_US
dc.creatorKwok, CYTen_US
dc.creatorLu, Ken_US
dc.date.accessioned2023-08-11T03:13:09Z-
dc.date.available2023-08-11T03:13:09Z-
dc.identifier.issn2194-5357en_US
dc.identifier.urihttp://hdl.handle.net/10397/100744-
dc.descriptionAHFE 2018 International Conference on Physical Ergonomics & Human Factors, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USAen_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.rights© Springer International Publishing AG, part of Springer Nature 2019en_US
dc.rightsThis version of the proceeding paper has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use(https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-319-94484-5_5.en_US
dc.subjectEducational technologyen_US
dc.subjectELearning technologyen_US
dc.subjectIBeacon/BLE technologyen_US
dc.subjectMobile applicationen_US
dc.subjectOnline surveyen_US
dc.titleGauging the student learning experience of a mobile application using iBeacon Technologyen_US
dc.typeConference Paperen_US
dc.identifier.spage47en_US
dc.identifier.epage55en_US
dc.identifier.volume789en_US
dc.identifier.doi10.1007/978-3-319-94484-5_5en_US
dcterms.abstractInnovative technology has been revolutionizing the educational experience in tertiary institutions over the past decades. Using novel iBeacon Technology, a mobile application called “iClassPolyU” was developed for collecting and disseminating information to and from students. The application was employed in four medium to large classrooms and the user experience was evaluated through a survey. Usage of the application was examined through quiz completion and usage rates. Results showed that each class had a quiz completion rate of over 80%. Moreover, students believed that their physical participation could be enhanced by the application and that it was effective, easy to use, and flexible. Students proposed the inclusion of mixed reality, virtual reality, and augmented reality in the future. This type of technology provides another pathway for student learning, an opportunity to give students more control over their learning, and educators with more information regarding their students.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationAdvances in intelligent systems and computing, 2019, v. 789, p. 47-55en_US
dcterms.isPartOfAdvances in intelligent systems and computingen_US
dcterms.issued2019-
dc.identifier.scopus2-s2.0-85049631316-
dc.relation.conferenceAHFE International Conference on Physical Ergonomics and Human Factorsen_US
dc.description.validate202305 bckwen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberLSGI-0303-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextHong Kong Polytechnic University; University Grants Committee, Hong Kongen_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS29142549-
dc.description.oaCategoryGreen (AAM)en_US
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