Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/107061
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dc.contributorDepartment of Applied Social Sciences-
dc.creatorLi, JCM-
dc.date.accessioned2024-06-12T05:52:41Z-
dc.date.available2024-06-12T05:52:41Z-
dc.identifier.urihttp://hdl.handle.net/10397/107061-
dc.descriptionIEEE International Symposium on Technology and Society 2022 : Virtual Conference, November 10-12, 2022, Hong Kongen_US
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.rights© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.en_US
dc.rightsThe following publication J. C. M. Li, "Applying virtual stories to enhance University students learn-to-learn competence for practicum preparation: an empirical exploratory study," 2022 IEEE International Symposium on Technology and Society (ISTAS), Hong Kong, Hong Kong, 2022, pp. 1-5 is available at https://doi.org/10.1109/ISTAS55053.2022.10227109.en_US
dc.subjectLearning to learn strategyen_US
dc.subjectTertiary education introductionen_US
dc.subjectVirtual realityen_US
dc.titleApplying virtual stories to enhance University students learn-to-learn competence for practicum preparation : an empirical exploratory studyen_US
dc.typeConference Paperen_US
dc.identifier.volume1-
dc.identifier.doi10.1109/ISTAS55053.2022.10227109-
dcterms.abstractThough considerable literature conducted in the context of Western societies has concluded that the use of virtual reality (VR) technology can facilitate students’ learning, the applicability of this technology to advancing students’ practicum learning in the Chinese context remains uncertain. This presentation describes the design and implementation of a learning project based on the pedagogical foundation of learning-to-learn and the application of VR technology. The extent to which the project intervention can enhance students learn-to-learn competence (i.e. creativity, professional identity and teamwork skills) was assessed through a longitudinal survey study. ANOVA analysis was conducted based on the data collected at three time points (pre-intervention, post intervention and follow-up stages) on a group of 107 University students. Results indicate significant positive changes among student participants in their self-perceived creativity, teamwork skills and the accomplishment of course intended learning outcome. Issues and implications for University education in the digital and the COVID-19 pandemic era are discussed.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationISTAS 2022: IEEE International Symposium on Technology and Society 2022 : Virtual Conference, November 10-12, 2022, Hong Kong, v. 1, https://doi.org/10.1109/ISTAS55053.2022.10227109.-
dcterms.issued2022-
dc.relation.conferenceIEEE International Symposium on Technology and Society [ISTAS]-
dc.description.validate202406 bcch-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumbera2795aen_US
dc.identifier.SubFormID48387en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryGreen (AAM)en_US
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