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Effect size/ heterogeneity
Results 23 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Behaviour (1)
- Learning (23)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (2)
- Languages (1)
- Literacy (6)
- Mathematics (10)
- Multiple (10)
- Science (7)
- Social Studies (3)
- STEM (1)
Education Level and Type
- ECE 0-7 (6)
- High school 16-18 (6)
- Informal education (2)
- K-12 (14)
- Middle school (3)
- Primary 7-10 (9)
- Secondary 11-16 (6)
- Tertiary (10)
Groups of students
- _No mention (6)
- At-risk (1)
- EAL (3)
- Learning difficulties (1)
- Low-performing (4)
- Low socio-economic status (3)
- SEND (2)
- typically-developing students (3)
School or home
- _No mention (3)
- Home (2)
- Mixture (4)
- School (11)
Moderating variables
- __ no obvious moderating variables (2)
- Assessments (1)
- Attainment level of students (1)
- Country / culture (2)
- Design-type/ testing instruments (5)
- Ethnicity (1)
- Feedback (1)
- Gender (1)
- Grade/education level (10)
- IQ (1)
- Length of time (13)
- Multiple exposures (4)
- Novelty Effect (3)
- Parent/carer involvement (1)
- Peer involvement/group learning (3)
- School-level factors (2)
- SEND (1)
- Student characteristics (2)
- Subject (5)
- Teacher involvement (9)
- Teacher pedagogy/implementation (2)
- Teacher professional development (2)
- Tech structure (6)
- Type of instruction methods (student/teacher centered) (3)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- CD ROM/ DVD (2)
- Computer (14)
- E-book hardware - e.g. kindle (4)
- Handheld device (3)
- Interactive whiteboards (2)
- Internet (2)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (11)
- Radio (1)
- Tablet (4)
- Touch-screen (3)
- TV (1)
Tech Software
- Audio books (1)
- Augmented Reality (2)
- Computer Algebra Systems (2)
- Computer-Assisted Instruction (CAI) (7)
- Computer-Based Teaching (CBT) (4)
- Digital Media (audiovisuals) (3)
- Dynamic Geometry Software (1)
- E-book software (4)
- Game learning (5)
- General apps (8)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (2)
- LMS (2)
- Robotics (1)
- Serious games (2)
- Simulations (4)
- Tutorials (2)
- Virtual manipulatives (2)
- Virtual Reality (4)
- Word processor (1)
Tech mechanism
- _No mention (2)
- Cooperative learning (e.g. discussion areas) (1)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (8)
- Gamification (3)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (4)
- Multimedia effects (1)
- Personalization effect (2)
- Scaffolding/Varying difficulty levels (5)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (4)
- Blended learning (4)
- Classroom learning (11)
- Remote learning (2)
Teacher Pedagogy
- _No mention (6)
- Collaboration (3)
- Feedback (2)
- Game-based learning (2)
- Group learning (5)
- PC mixed with real objects (1)
- Peer learning (3)
- Scaffolding (2)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (7)
- LMIC (middle/low) (1)
- Mixture or unknown (14)
Quality of research
- High: 6+ (17)
- Low: 3 or below (1)
- Medium: 4 or above (7)