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Research methods
Effect size/ heterogeneity
Results 20 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Behaviour (1)
- Learning (20)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (6)
- Mathematics (8)
- Multiple (9)
- Science (6)
- Social Studies (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (5)
- High school 16-18 (3)
- Informal education (2)
- K-12 (13)
- Middle school (1)
- Primary 7-10 (6)
- Secondary 11-16 (4)
- Tertiary (8)
Groups of students
- _No mention (5)
- At-risk (1)
- EAL (3)
- Learning difficulties (1)
- Low-performing (3)
- Low socio-economic status (3)
- SEND (2)
- typically-developing students (2)
School or home
- _No mention (3)
- Home (2)
- Mixture (3)
- School (11)
Moderating variables
- __ no obvious moderating variables (2)
- Assessments (1)
- Attainment level of students (1)
- Country / culture (2)
- Design-type/ testing instruments (4)
- Ethnicity (1)
- Feedback (1)
- Gender (1)
- Grade/education level (7)
- IQ (1)
- Length of time (12)
- Multiple exposures (3)
- Novelty Effect (3)
- Parent/carer involvement (1)
- Peer involvement/group learning (3)
- School-level factors (2)
- SEND (1)
- Student characteristics (2)
- Subject (4)
- Teacher involvement (8)
- Teacher pedagogy/implementation (2)
- Teacher professional development (2)
- Tech structure (4)
- 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) (9)
- Radio (1)
- Tablet (3)
- Touch-screen (2)
- TV (1)
Tech Software
- Audio books (1)
- Augmented Reality (2)
- Computer Algebra Systems (1)
- 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 (6)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (1)
- LMS (2)
- Robotics (1)
- Serious games (2)
- Simulations (3)
- Tutorials (1)
- 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 (7)
- 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 (1)
- Game-based learning (1)
- 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 (13)
Quality of research
- High: 6+ (16)
- Low: 3 or below (1)
- Medium: 4 or above (6)