Wing Yan Jasman Pang
Dados Biográficos
| ID | 9255860 |
|---|---|
| NOME | Wing Yan Jasman Pang |
| PRENOMES | Wing Yan Jasman |
| SOBRENOME | Pang |
| ASSINATURA | PANG W Y J |
| AFILIAÇÕES | Department of Cultural and Creative Arts, The Education University of Hong Kong, Hong Kong, China |
| ORCID | 0000-0001-6051-5602 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 3 |
| TOTAL DE CITAÇÕES | 0 |
| OBRAS COMO AUTOR | 3 |
| OBRAS COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2023 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2024 |
| ÍNDICE H | 0 |
Making Activities for the Competency Development of School-Age Children
Contributions: This study examined the effectiveness of making activities in fostering the competency development of school-age children engaged in a making program. The findings suggest that community-based makerspaces can provide autonomous and informal learning experiences, facilitating their competence development. When integrated with formal learning in schools, these experiences can facilitate a well-rounded education that nurtures 21st cen…
Audience’s Perceived Expectancy and Authenticity of Classical Music Performance by Digital Musical Instrument Mobile Apps
Classical music is characterized by its standardized practices and established patterns of audience behavior. Recent advancements in digital musical instrument (DMI) and mobile technology may potentially offer a means by which the art form can further evolve. This paper presents a study that aims to examine the audience’s perception of classical music concerts performed by ensembles using DMI mobile apps and tablets. A mixed-methods approach was …
Acceptance of gamified virtual reality environments by older adults
The presence of advanced and affordable immersive technology has made available widespread applications of the virtual environment as a digital solution for different sectors, including entertainment, education, and healthcare. While the extant literature has addressed the acceptance of immersive technology by older adults, there is a dearth of research in the gamified context concerning its rehabilitative potential. This paper reports on a study…
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Audience’s Perceived Expectancy and Authenticity of Classical Music Performance by Digital Musical Instrument Mobile Apps
Classical music is characterized by its standardized practices and established patterns of audience behavior. Recent advancements in digital musical instrument (DMI) and mobile technology may potentially offer a means by which the art form can further evolve. This paper presents a study that aims to examine the audience’s perception of classical music concerts performed by ensembles using DMI mobile apps and tablets. A mixed-methods approach was …
Acceptance of gamified virtual reality environments by older adults
The presence of advanced and affordable immersive technology has made available widespread applications of the virtual environment as a digital solution for different sectors, including entertainment, education, and healthcare. While the extant literature has addressed the acceptance of immersive technology by older adults, there is a dearth of research in the gamified context concerning its rehabilitative potential. This paper reports on a study…
Making Activities for the Competency Development of School-Age Children
Contributions: This study examined the effectiveness of making activities in fostering the competency development of school-age children engaged in a making program. The findings suggest that community-based makerspaces can provide autonomous and informal learning experiences, facilitating their competence development. When integrated with formal learning in schools, these experiences can facilitate a well-rounded education that nurtures 21st cen…
Computer Science (3 obras) · Psychology (3 obras) · Medical education (2 obras) · Medicine (2 obras) · Multimedia (2 obras) · Social Psychology (2 obras) · Active listening (1 obra) · Aging and Gerontology Research (1 obra) · Applied Psychology (1 obra) · Art (1 obra)