The DOI matches its Crossref record; 19 of the 19 references it cites were found in a registry or an index.
Deploying a Wearable Computing Platform for Computing Education
Abstract
Many studies have attested to the efficacy of integrating innovative methods of teaching computing and engineering, especially for introductory students and at the K-12 level. As an example, robots have been successfully used to teach a wide range of subjects, from introductory programming to artificial intelligence. As a discipline, wearable computing is seen to be practical, yet futuristic and exciting, and it captures the attention and interest of people who might not otherwise be drawn to technology. Recent developments in this field have also raised the possibility of moving wearable computing construction within the reach of hobbyists and novices. However, there still exist substantial obstacles toward the adoption of wearable computing into education. This paper presents a framework with the objective of facilitating the integration of wearable computing into outreach and introductory computer science and engineering education. We also present a comprehensive evaluation of our platform, including a comparison with the current practice of sewing-based wearable computing.
Overview
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Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“Only one study [55] employed a wearable circuit to examine learners' biofeedback.”
From A Review of Artificial Intelligence (AI) in Education from 2010 to 2020 (2021) · cites this paper as [55]
In the citing paper
“Using immersive learning may also reduce students' sense of being intimidated by complex topics and technical concepts when they expose to simulated technological and computing issues [55].”
From A Review of Artificial Intelligence (AI) in Education from 2010 to 2020 (2021) · cites this paper as [55]
Citations
Cites
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How bodies matter: five themes for interaction design
Klemmer, S. R., Hartmann, B., & Takayama, L. (2006) · Proceedings of the 6th conference on Designing Interactive systems · doi:10.1145/1142405.1142429 · Cited by 645
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Do tangible interfaces enhance learning?
Marshall, P. (2007) · International Conference on Tangible, Embedded, and Embodied Interaction (TEI) · doi:10.1145/1226969.1227004 · Cited by 547
Extending tangible interfaces for education
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The LilyPad Arduino: Toward Wearable Engineering for Everyone
Buechley, L., & Eisenberg, M. (2008) · IEEE Pervasive Computing · doi:10.1109/mprv.2008.38 · Cited by 272
Fabric PCBs, electronic sequins, and socket buttons: techniques for e-textile craft
Buechley, L., & Eisenberg, M. (2007) · Personal and Ubiquitous Computing · doi:10.1007/s00779-007-0181-0 · Cited by 245
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Research works printed but not linked: 5
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- 1996, Less EMF, Inc., EMF Shielding and Conductive Fabrics
- Arduino, 2010
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Cited by
A Review of Artificial Intelligence (AI) in Education from 2010 to 2020
Zhai, X., Chu, X., Chai, C. S., Jong, M. S. Y., Istenic, A., Spector, M., Liu, J.-B., Yuan, J., & Li, Y. (2021) · Complexity · doi:10.1155/2021/8812542 · Cited by 1,364
“Using immersive learning may also reduce students’ sense of being intimidated by complex topics and technical concepts when they expose to simulated technological and computing issues [55].”
Background
Metadata
- Authors
- Ngai, G., Chan, S. C. F., Cheung, J. C. Y., & Lau, W. W. Y.
- Affiliations
- Hong Kong Polytechnic University (HK)
- Venue
- IEEE Transactions on Learning Technologies
- Published
- 2010-01
- Volume
- 3
- Issue
- 1
- Pages
- 45-55
- ISSN
- 1939-1382 (ISSN-L)
- OpenAlex
- W2142094635
- Cited by
- 43
- References
- 19
- Citations by year
- 2024: 5 · 2023: 2 · 2022: 4 · 2021: 3 · 2020: 4 · 2019: 3 · 2018: 3 · 2017: 8 · 2016: 5 · 2015: 4 · 2012: 1
- FWCI
- 1.75
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- IEEE Transactions on Learning Technologies (publishedVersion)
- PolyU Institutional Research Archive (Hong Kong Polytechnic University) (submittedVersion)
- Funders
- Johns Hopkins University
- University of Rochester
- Hong Kong Polytechnic University
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Social Sciences › Education › Educational Robotics and Engineering
- Physical Sciences › Engineering › Electrical and Electronic Engineering › Arduino and IoT Applications
- Keywords
- wearable computing, computing education, introductory computer science, engineering education, K-12 education, educational robotics, educational outreach, platform evaluation
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- CoChat. (2026). Citation check: Deploying a Wearable Computing Platform for Computing Education. https://app.cochat.ai/papers/10.1109/tlt.2009.49
- The paper
- Ngai, G., Chan, S. C. F., Cheung, J. C. Y., & Lau, W. W. Y. (2010). Deploying a Wearable Computing Platform for Computing Education. IEEE Transactions on Learning Technologies. https://doi.org/10.1109/tlt.2009.49