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Outcome measure
Effect size/ heterogeneity
Results 27 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (2)
- Behaviour (2)
- Learning
- Motivation (2)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (3)
- Languages (2)
- Literacy (11)
- Mathematics (9)
- Multiple (9)
- Science (7)
- Social Studies (3)
- STEM (1)
Education Level and Type
- ECE 0-7 (6)
- High school 16-18 (6)
- Informal education (1)
- K-12 (17)
- Middle school (2)
- Primary 7-10 (9)
- Secondary 11-16 (8)
- Tertiary (8)
Groups of students
- _No mention (4)
- At-risk (3)
- EAL (6)
- Examination years (1)
- Learning difficulties (4)
- Low-performing (7)
- Low socio-economic status (6)
- SEND (7)
- typically-developing students (2)
School or home
- _No mention (4)
- Home (2)
- Mixture (3)
- School (17)
Moderating variables
- __ no obvious moderating variables (5)
- Assessments (2)
- Attainment level of students (1)
- Country / culture (2)
- Design-type/ testing instruments (7)
- Ethnicity (1)
- Feedback (1)
- Gender (1)
- Grade/education level (6)
- Implementation fidelity (1)
- Length of time (10)
- Multiple exposures (3)
- Novelty Effect (3)
- Parent/carer involvement (1)
- Peer involvement/group learning (3)
- School-level factors (2)
- SEND (2)
- Student characteristics (4)
- Subject (4)
- Teacher involvement (3)
- Teacher pedagogy/implementation (1)
- Teacher professional development (2)
- Tech structure (4)
- Type of instruction methods (student/teacher centered) (3)
- Type of knowledge or task (exposing, procedural, active, etc (3)
Tech Hardware
- CD ROM/ DVD (2)
- Computer (22)
- E-book hardware - e.g. kindle (2)
- Handheld device (3)
- Interactive whiteboards (1)
- Internet (2)
- Laptops (1)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (13)
- Radio (1)
- Tablet (4)
- Touch-screen (2)
- TV (2)
Tech Software
- Audio books (2)
- Augmented Reality (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (13)
- Computer-Based Teaching (CBT) (5)
- Digital Media (audiovisuals) (5)
- E-book software (5)
- Game learning (3)
- General apps (6)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (1)
- LMS (2)
- Serious games (2)
- Simulations (3)
- Tutorials (1)
- Virtual manipulatives (1)
- Virtual Reality (1)
- Word processor (2)
Tech mechanism
- _No mention (9)
- Cooperative learning (e.g. discussion areas) (3)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (7)
- Gamification (3)
- Instructional supports/Demos: worked out examples (4)
- Multimedia effects (3)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (4)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (6)
- Blended learning (2)
- Classroom learning (14)
- Remote learning (1)
Teacher Pedagogy
- _No mention (7)
- Collaboration (3)
- Feedback (3)
- Game-based learning (3)
- Group learning (7)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (3)
- Project-based learning (1)
- Scaffolding (5)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (9)
- Mixture or unknown (19)
Quality of research
- High: 6+ (20)
- Medium: 4 or above (7)