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Nikolaidou, Georgia N. – Computers & Education, 2012
This exploratory work describes and analyses the collaborative interactions that emerge during computer-based music composition in the primary school. The study draws on socio-cultural theories of learning, originated within Vygotsky's theoretical context, and proposes a new model, namely Computer-mediated Praxis and Logos under Synergy (ComPLuS).…
Descriptors: Feedback (Response), Learning Theories, Creativity, Music Education
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Arbelaiz, Asuncion Martinez; Correa Gorospe, Jose Miguel – Computers & Education, 2009
In this article we propose that the grammar of schooling [Tyack, D., & Tobin, W. (1994). "The 'grammar' of schooling: Why has it been so hard to change?" "American Educational Research Journal, 31"(3), 453-479.] is responsible not only for the well-known and world-wide difficulties in integrating ICT into formal educational settings, but also for…
Descriptors: Creativity, Educational Change, Educational Environment, Influence of Technology
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Leng, Eow Yee; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2010
Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69…
Descriptors: Control Groups, Creativity, Action Research, Leadership Training
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Kwok, Ron Chi-Wai; Cheng, Shuk Han; Ip, Horace Ho-Shing; Kong, Joseph Siu-Lung – Computers & Education, 2011
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de…
Descriptors: Creativity, Information Management, Learner Engagement, Psychoeducational Methods
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Jang, Syh-Jong – Computers & Education, 2009
The purpose of the study was to investigate how web-based technology could be utilized and integrated with real-life scientific materials to stimulate the creativity of secondary school students. One certified science teacher and 31 seventh graders participated in this study. Several real-life experience science sessions integrated with online…
Descriptors: Creativity, Student Attitudes, Online Courses, Science Teachers
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Barron, Brigid; Walter, Sarah E.; Martin, Caitlin Kennedy; Schatz, Colin – Computers & Education, 2010
Examination of the "digital divide" has increasingly gone beyond the study of differences in physical access to computers to focus on individuals' use of technological tools for empowered and generative uses. In this research study, we investigated the relationship between access to tools and experience with creative production…
Descriptors: Creativity, Middle Schools, Family Income, Computer Uses in Education
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Wegerif, Rupert; McLaren, Bruce M.; Chamrada, Marian; Scheuer, Oliver; Mansour, Nasser; Miksatko, Jan; Williams, Mriga – Computers & Education, 2010
This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that…
Descriptors: Creativity, Creative Thinking, International Programs, Coding
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Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2010
Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…
Descriptors: Control Groups, Research Design, Human Capital, Computer Assisted Instruction