Search results for author:"Hung_Yu_Wei"
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Journal of Educational Technology & Society Vol. 19, No. 2 (2016) pp. 177–203
Massive open online courses (MOOCs) have developed rapidly and become tremendously popular because of their plentiful gamification designs, such as reputation points, rewards, and goal setting. Although previous studies have mentioned a broad range...
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 44–46
The aim of this study is to explore whether student can develop a better reading comprehension after engaging in computer supported collaborative knowledge building activities for a semester. Data sources include (1) participants’ online interaction ...
Investigating the Mediating Role of Affective Commitment in a Computer Supported Collaborative Learning Environment
International Journal of Technology and Educational Marketing Vol. 4, No. 1 (January 2014) pp. 62–71
Because of the evolution of community supported collaborative learning (CSCL), the online community has become a necessary aspect of most companies and organizations. Previous research has indicated that employee community commitment is the...
Turkish Online Journal of Educational Technology Vol. 12, No. 4 (October 2013) pp. 29–40
The purpose of this study is to develop and evaluate the effects of multimodal presentation system (MPS), a multimodal presentation software integrated with interactive whiteboard (IWB), on student learning in the elementary English as second...
Comparing the social knowledge construction behavioral patterns of problem-based online asynchronous discussion in e/m-learning environments
Computers & Education Vol. 59, No. 4 (December 2012) pp. 1122–1135
In recent years, researchers have conducted various studies on applying wireless networking technology and mobile devices in education settings. However, research on behavioral patterns in learners' online asynchronous discussions with mobile...
The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning
International Journal of Distance Education Technologies Vol. 10, No. 4 (2012) pp. 96–105
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the...
A Model to Evaluate the Effectiveness of Collaborative Online Learning Teams – Self-Disclosure and Social Exchange Theory Perspective
International Journal of Cyber Society and Education Vol. 3, No. 2 (Dec 30, 2010) pp. 117–132
Collaborative online learning teams (COLTs) are teams that are comprised of groups of online students. Accompanying the popularity of online learning, both on campuses and as professional development within many industries, learning in groups has...
Educational Technology Research and Development Vol. 58, No. 3 (June 2010) pp. 343–351
Scientific communication in the field of educational technology was examined by analyzing references from and citations to articles published in "Educational Technology Research and Development" ("ETR&D") for the period 1990-2004 with particular...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 1063–1068
The purposes of this study were to investigate the gaps of perceptions on Blackboard training between the manager and instructors, to explore the causes of the gaps, and to assess the satisfaction of instructors with Blackboard training....
Journal of Educational Technology & Society Vol. 17, No. 3 pp. 138–153
Solving well-structured problems often requires using considerable related concepts which are usually scattered and introduced throughout different learning units of a subject. In addition, poor learning of related concepts of preceding units may...