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Results 19 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Behaviour (2)
- Engagement (2)
- Learning (19)
- Motivation (2)
- Qualification (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (3)
- Mathematics (3)
- Multiple
- Science (2)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- Informal education (1)
- K-12
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary (10)
Groups of students
- _No mention (3)
- At-risk (4)
- EAL (1)
- Learning difficulties (1)
- Low-performing (1)
- Low socio-economic status (1)
- SEND (2)
School or home
- _No mention (2)
- Mixture (3)
- School (9)
Moderating variables
- __ no obvious moderating variables (1)
- Assessments (3)
- Country / culture (2)
- Design-type/ testing instruments (4)
- Feedback (1)
- Gender (1)
- Grade/education level (6)
- Length of time (11)
- Multiple exposures (3)
- Novelty Effect (2)
- Peer involvement/group learning (5)
- School-level factors (1)
- Student characteristics (1)
- Subject (6)
- Teacher involvement (6)
- Teacher pedagogy/implementation (2)
- Teacher professional development (2)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (5)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (1)
- Computer (12)
- Handheld device (2)
- Infrastructure (2)
- Interactive whiteboards (3)
- Internet (2)
- Laptops (2)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (3)
- Tablet (3)
Tech Software
- Audio books (1)
- Augmented Reality (1)
- Computer-Assisted Instruction (CAI) (7)
- Computer-Based Teaching (CBT) (6)
- Digital Media (audiovisuals) (2)
- E-book software (1)
- Game learning (6)
- General apps (2)
- Graphic organisers/Visualisations (2)
- Intelligent Tutoring (1)
- LMS (2)
- Serious games (1)
- Simulations (3)
- Virtual manipulatives (1)
- Virtual Reality (2)
Tech mechanism
- _No mention (2)
- Cooperative learning (e.g. discussion areas) (3)
- Direct instruction (1)
- Drill and practice (2)
- Feedback (7)
- Gamification (5)
- Instructional supports/Demos: worked out examples (5)
- Multimedia effects (1)
- Personalization effect (1)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (3)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (2)
- Blended learning (4)
- Classroom learning (10)
- Remote learning (3)
Teacher Pedagogy
- _No mention (2)
- Collaboration (5)
- Feedback (2)
- Flipped classroom (1)
- Game-based learning (3)
- Group learning (5)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (1)
- Project-based learning (1)
- Scaffolding (2)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (6)
- LMIC (middle/low) (2)
- Mixture or unknown (8)
Quality of research
- High: 6+ (8)
- Low: 3 or below (1)
- Medium: 4 or above (7)