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Results 37 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (2)
- Behaviour (4)
- Engagement (2)
- Learning
- Motivation (3)
- Qualification (1)
- Socio-emotional learning (3)
Instructional domain (subject)
- Computing (3)
- Languages (2)
- Literacy (10)
- Mathematics (12)
- Multiple (19)
- Science (5)
- Social Studies (3)
- STEM (2)
Education Level and Type
- ECE 0-7 (4)
- High school 16-18 (5)
- Informal education (3)
- K-12
- Primary 7-10 (6)
- Secondary 11-16 (6)
- Tertiary (15)
Groups of students
- _No mention (5)
- At-risk (4)
- EAL (4)
- Learning difficulties (3)
- Low-performing (4)
- Low socio-economic status (4)
- SEND (8)
- typically-developing students (2)
School or home
- _No mention (3)
- Home (1)
- Mixture (4)
- School (21)
Moderating variables
- __ no obvious moderating variables (4)
- Assessments (3)
- Attainment level of students (1)
- Country / culture (2)
- Design-type/ testing instruments (10)
- Ethnicity (1)
- Feedback (2)
- Gender (2)
- Grade/education level (9)
- Implementation fidelity (1)
- IQ (1)
- Length of time (18)
- Multiple exposures (3)
- Novelty Effect (4)
- Peer involvement/group learning (7)
- School-level factors (3)
- SEND (2)
- Student characteristics (1)
- Subject (6)
- Teacher involvement (11)
- Teacher pedagogy/implementation (3)
- Teacher professional development (3)
- Tech structure (5)
- Type of instruction methods (student/teacher centered) (7)
- Type of knowledge or task (exposing, procedural, active, etc (7)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (2)
- Computer (27)
- Handheld device (3)
- Infrastructure (2)
- Interactive whiteboards (3)
- Internet (3)
- Laptops (2)
- Mobile/Smartphone (3)
- Multimedia (1 or more) (7)
- Tablet (4)
- Touch-screen (1)
Tech Software
- Audio books (1)
- Augmented Reality (2)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (17)
- Computer-Based Teaching (CBT) (7)
- Digital Media (audiovisuals) (3)
- Dynamic Geometry Software (1)
- E-book software (1)
- Game learning (7)
- General apps (6)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (2)
- LMS (3)
- Robotics (1)
- Serious games (1)
- Simulations (6)
- Virtual manipulatives (2)
- Virtual Reality (3)
- Word processor (1)
Tech mechanism
- _No mention (9)
- Cooperative learning (e.g. discussion areas) (3)
- Direct instruction (1)
- Drill and practice (2)
- Feedback (9)
- Gamification (5)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (8)
- Multimedia effects (1)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (7)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (5)
- Blended learning (6)
- Classroom learning (20)
- Remote learning (5)
Teacher Pedagogy
- _No mention (6)
- Collaboration (7)
- Feedback (3)
- Flipped classroom (1)
- Game-based learning (4)
- Group learning (6)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (4)
- Project-based learning (1)
- Scaffolding (7)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (9)
- LMIC (middle/low) (2)
- Mixture or unknown (24)
Quality of research
- High: 6+ (21)
- Low: 3 or below (1)
- Medium: 4 or above (10)