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Effect size/ heterogeneity
Publication year
Results 20 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (1)
- Behaviour (1)
- Learning (20)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (2)
- Languages (1)
- Literacy (7)
- Mathematics (9)
- Multiple (7)
- Science (4)
- Social Studies (2)
- STEM (3)
Education Level and Type
- ECE 0-7 (5)
- High school 16-18 (6)
- Informal education (1)
- K-12 (9)
- Middle school (3)
- Primary 7-10 (10)
- Secondary 11-16 (8)
- Tertiary (5)
Groups of students
- _No mention (5)
- At-risk (1)
- EAL (2)
- Examination years (1)
- Gifted students (1)
- Learning difficulties (3)
- Low-performing (4)
- Low socio-economic status (3)
- SEND (5)
- typically-developing students (2)
School or home
- _No mention (2)
- Home (2)
- Mixture (3)
- School (8)
Moderating variables
- __ no obvious moderating variables (1)
- Assessments (1)
- Attainment level of students (1)
- Class size (1)
- Country / culture (1)
- Design-type/ testing instruments (4)
- Feedback (2)
- Grade/education level (5)
- Implementation fidelity (1)
- IQ (1)
- Length of time (8)
- Multiple exposures (1)
- Novelty Effect (1)
- Parent/carer involvement (2)
- Peer involvement/group learning (2)
- School-level factors (2)
- SEND (1)
- Student characteristics (5)
- Subject (3)
- Teacher involvement (9)
- Teacher pedagogy/implementation (2)
- Teacher professional development (2)
- Tech structure (9)
- Type of instruction methods (student/teacher centered) (2)
- Type of knowledge or task (exposing, procedural, active, etc (2)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (12)
- E-book hardware - e.g. kindle (2)
- Handheld device (3)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (9)
- Tablet (2)
- Touch-screen (2)
Tech Software
- Augmented Reality (1)
- Building blocks (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (6)
- Computer-Based Teaching (CBT) (2)
- Digital Media (audiovisuals) (2)
- E-book software (3)
- Game learning (8)
- General apps (6)
- Graphic organisers/Visualisations (1)
- Intelligent Tutoring (1)
- Robotics (1)
- Serious games (1)
- Simulations (5)
- Tutorials (3)
- Virtual manipulatives (1)
- Virtual Reality (4)
- Word processor (1)
Tech mechanism
Learning Approach
- _No mention (3)
- Blended learning (1)
- Classroom learning (11)
- Remote learning (1)
Teacher Pedagogy
- _No mention (5)
- Collaboration (2)
- Feedback (2)
- Game-based learning (2)
- Group learning (1)
- Peer learning (1)
- Scaffolding (2)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (3)
- LMIC (middle/low) (1)
- Mixture or unknown (14)
Quality of research
- High: 6+ (13)
- Medium: 4 or above (6)