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