2006
DOI: 10.1016/j.compedu.2005.11.004
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Towards deeper learning through creativity within online communities in primary education

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Cited by 47 publications
(27 citation statements)
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“…For the last ten years e-learning has been discussed not only as an enrichment of teaching materials but also as leading to improvement in personal skills, and to Deeper Learning (DL), a concept describing a more meaningful and self-dependent way of learning [5][6][7]. Therefore, teachers change their role-perception from a broadcaster of knowledge to a tutor and change their view of their teaching: students have to see themselves as the responsible persons for their learning [6]. The present study analyses learning success and intrinsic motivation in the context of a self-regulated learning unit involving either textbooks or computers with varying amounts of teacher supervision.…”
Section: Introductionmentioning
confidence: 99%
“…For the last ten years e-learning has been discussed not only as an enrichment of teaching materials but also as leading to improvement in personal skills, and to Deeper Learning (DL), a concept describing a more meaningful and self-dependent way of learning [5][6][7]. Therefore, teachers change their role-perception from a broadcaster of knowledge to a tutor and change their view of their teaching: students have to see themselves as the responsible persons for their learning [6]. The present study analyses learning success and intrinsic motivation in the context of a self-regulated learning unit involving either textbooks or computers with varying amounts of teacher supervision.…”
Section: Introductionmentioning
confidence: 99%
“…Thus, game-based learning applications have been implemented and integrated into classrooms to enhance students' learning. Results of the studies focusing on the influences of computer games on students' learning revealed that playing computer games may have a positive impact on children's learning, because games have a huge influence in terms of constructing a connection between virtual life and real life and encouraging critical thinking (Lim, Nonis & Hedberg, 2006;Mitchell & Savill-Smith, 2004;Turvey, 2006). Roussou, (2004) stated that playing computer games is one of the most favourite activities of children, so an environment that includes elements such as fun and…”
Section: Introductionmentioning
confidence: 99%
“…Greeno (1997) noted that our instructional institutions need to understand ''which combinations and sequences of learning activities will prepare students best for the kinds of participation in social practices that we value most'' (p. 9). Because collaborative innovation is emerging as a crucial characteristic of successful workers (Banahan and Playfoot 2004;Ogunleye 2006) as well as an effective form of learning (Barrett 1998;Turvey 2006), understanding how collaborative creativity can be successfully fostered in higher education communities has always been critical, but has now become paramount in educating future citizens.…”
Section: Conclusion: Reexamining the Formative Coi Frameworkmentioning
confidence: 99%