Search results for author:"Yu-Tung Kuo"
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Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 662–670
The paper intended to investigate students’ perceptions of interaction, satisfaction, and performance in online learning environments with the use of Blackboard. The interactions included learner-learner interaction, learner-instructor interaction,...
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 790–797
Applications of Augmented Reality have been increasingly receiving attention for decades. Augmented Reality makes the use of computer-generated content that it overlays on real views or scenes, in real-time, tracking user’s movements and change of...
Topics: Games & Simulations
Internet Self-Efficacy, Self-Regulation, and Student Performance: African-American Adult Learners in Online Learning
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 671–676
The paper intended to investigate adult learners’ Internet self-efficacy, self-regulation, and performance in online learning environments. The participants of this study were African Americans from a HBCU institution. The online learners...
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 364–373
This paper provides an overview of dropout issues and the potentials of the use of educational technology in decreasing the number of dropouts. It starts with a report of the facts of dropouts in the United States and Mississippi as well as the...
The Effect of Student Interactions and Internet Self-Efficacy on Satisfaction in Two Synchronous Interwise Course Sessions
Global Learn 2010 (May 17, 2010) pp. 4242–4246
Interaction has been recognized as an important factor which influences student satisfaction in distance learning environments. Internet self-efficacy, which refers to one’s belief in performing Internet related actions, was assumed to be a factor...
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 2201–2208
The game industry has become one of the most competitive industries in the world; many companies and developers desire to expand their game markets quickly by attracting a variety of game players and consumers. Consequently, a multi-national...
A case study of integrating Interwise: Interaction, internet self-efficacy, and satisfaction in synchronous online learning environments
International Review of Research in Open and Distance Learning Vol. 15, No. 1 (Jan 15, 2014)
This paper reports research on the implementation of a web-based videoconferencing tool (Interwise) for synchronous learning sessions on an industrial technology course offered through a university in northern Taiwan. The participants included...