Does ICT contribute to powerful learning environments in primary education?
By Ed Smeets. Comput. Educ., 2005
424 citations recorded by the source corpus.
Subfields: Education
View Paper: https://www.semanticscholar.org/paper/ebee52bfa3ca104db4fa21cabd43be17fba7e4b7
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In Education
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Citations in the corpus
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, methodology): “…technology is used is also essential, and researcher Ed Smeets notes “93% of teachers surveyed had implemented some form of technology integration into learning, but rather that the technology is being used for skill-based learning, as opposed to supporting deeper levels of learning” (Smeets 2005).”
- What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2008, result): “Our findings corroborate those of Smeets (2005); Piccoli et al. (2001) and Webster and Hackley (1997).”
- Computer game design: Opportunities for successful learning (2008, background): “Smeets (2005) describes ‘‘powerful learning environments’’ as those which foster optimal learning processes.”
- Differentiated instruction: are Hong Kong in-service teachers ready? (2016, background): “…by learning environment offers students ‘open-ended’ opportunities to ‘optimise learning and promote the transfer of knowledge an skills’ (Smeets, 2005, p. 344) in rich, stimulating and authentic contexts of learning, instead of narrowly focusing on a ‘mere transmission of facts’…”
- The impact of primary school teachers' educational beliefs on the classroom use of computers (2008, background): “Smeets (2005) also argues that current ICT use in Dutch primary schools seems to reflect a rather traditional, skills-oriented instructional use with the emphasis on skills-based applications.”
- Curricula and the use of ICT in education: Two worlds apart? (2007, background): “The focus in general is on skillbased ICT use (eg, Niederhauser & Stoddart, 2001; Smeets, 2005).”
- Educational virtual environments: A ten-year review of empirical research (1999-2009) (2011, background): “VRML, X3D Graphics, Java3D, Shockwave 3D) that allow the delivery of interactive 3D applications over the Internet and the ever increasing use of Multi-user Virtual Environments (MUVEs), such as SecondLife and Active Worlds which can also be used for educational purposes. Three studies compare the d”
- Factors affecting technology integration in K-12 classrooms: a path model (2010, background): “Unfortunately, increased availability of technology in the schools does not necessarily lead to improvement in classroom teaching practices (Lim and Chai 2008; Lowther et al. 2008; Ross et al. 2004; Rutherford 2004; Smeets 2005).”