Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/106782
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dc.contributorDepartment of Computing-
dc.contributorDepartment of Applied Social Sciences-
dc.creatorJia, Y-
dc.creatorWang, XE-
dc.creatorSin, ZPT-
dc.creatorLi, Chen-
dc.creatorNg, PHF-
dc.creatorHuang, X-
dc.creatorBaciu, G-
dc.creatorCao, J-
dc.creatorLi, Q-
dc.date.accessioned2024-06-04T07:39:40Z-
dc.date.available2024-06-04T07:39:40Z-
dc.identifier.urihttp://hdl.handle.net/10397/106782-
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.rightsThis work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/en_US
dc.rightsThe following publication Y. Jia et al., "Knowledge-Graph-Driven Mind Mapping for Immersive Collaborative Learning: A Pilot Study in Edu-Metaverse," in IEEE Transactions on Learning Technologies is available at https://doi.org/10.1109/TLT.2024.3406638.en_US
dc.subjecteducation metaverseen_US
dc.subjectmind mapen_US
dc.subjectcollaborative learningen_US
dc.subjectimmersive learningen_US
dc.subjectvirtual realityen_US
dc.subjectknowledge graphen_US
dc.subjectimmersive learningen_US
dc.subjectconstructivismen_US
dc.titleKnowledge-graph-driven mind mapping for immersive collaborative learning : a pilot study in edu-metaverseen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.doi10.1109/TLT.2024.3406638-
dcterms.abstractOne of the promises of edu-metaverse is its ability to provide a virtual environment that enables us to engage in learning activities that are similar to or on par with reality. The digital enhancements introduced in a virtual environment contribute to our increased expectations of novel learning experiences. However, despite its promising outcomes, there appears to be limited adoption of the edu-metaverse for practical learning at this time. We believe this can be attributed to the fact that there is a lack of investigation into learners' behavior given a social learning environment. This lack of investigation is critical, as without behavioral insight, it hinders the development of education material and the direction of an edu-metaverse. This paper aims to provide insights into learner behavior in edu-metaverse by conducting a focused pilot study. Particularly, we investigate the learners' behavior when drawing mind maps in the metaverse aided by the embedded knowledge graph. Compared to Zoom, a typical video conferencing and remote collaboration platform, it seems that users are more involved in learning activities, and the co-presence seems to assist in engagement so that they are more willing to contribute to the learning task collaboratively. Our work also provides insight into the interaction and learning activity design for edu-metaverse, particularly when mind maps are involved.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIEEE transactions on learning technologies, Date of Publication: 28 May 2024, Early Access, https://doi.org/10.1109/TLT.2024.3406638-
dcterms.isPartOfIEEE transactions on learning technologies-
dcterms.issued2024-
dc.identifier.eissn1939-1382-
dc.description.validate202406 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera2743en_US
dc.identifier.SubFormID48189en_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThe Hong Kong Polytechnic University, Strategic Importance Schemeen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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