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Outcome measure
HIC/LMIC
Results 16 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Engagement (1)
- Learning
- Motivation (1)
Instructional domain (subject)
- Computing (2)
- Languages (1)
- Literacy (9)
- Mathematics (7)
- Multiple (8)
- Science (4)
- Social Studies (1)
- STEM (2)
Education Level and Type
- ECE 0-7 (4)
- High school 16-18 (3)
- K-12 (9)
- Middle school (1)
- Primary 7-10 (5)
- Secondary 11-16 (3)
- Tertiary (3)
Groups of students
- _No mention (4)
- At-risk (3)
- EAL (4)
- Learning difficulties (4)
- Low-performing (5)
- Low socio-economic status (4)
- SEND (5)
- typically-developing students (1)
School or home
- _No mention (2)
- Home (1)
- Mixture (3)
- School (8)
Moderating variables
- Assessments (1)
- Attainment level of students (1)
- Country / culture (3)
- Design-type/ testing instruments (4)
- Ethnicity (1)
- Gender (1)
- Grade/education level (4)
- Length of time (6)
- Multiple exposures (2)
- Novelty Effect (1)
- School-level factors (1)
- SEND (1)
- Student characteristics (2)
- Subject (4)
- Teacher involvement (4)
- Teacher pedagogy/implementation (1)
- Teacher professional development (4)
- Tech structure (3)
- Type of instruction methods (student/teacher centered) (1)
- Type of knowledge or task (exposing, procedural, active, etc (3)
Tech Hardware
- CD ROM/ DVD (3)
- Computer (10)
- E-book hardware - e.g. kindle (1)
- Handheld device (1)
- Infrastructure (1)
- Interactive whiteboards (2)
- Internet (3)
- Laptops (1)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (7)
- Radio (1)
- Tablet (3)
- TV (2)
Tech Software
- Audio books (2)
- Augmented Reality (1)
- Computer-Assisted Instruction (CAI) (6)
- Computer-Based Teaching (CBT) (4)
- Digital Media (audiovisuals) (5)
- E-book software (4)
- Game learning (4)
- General apps (6)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (2)
- LMS (2)
- Serious games (1)
- Simulations (1)
- Tutorials (1)
- Virtual manipulatives (1)
- Virtual Reality (1)
Tech mechanism
- _No mention (2)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (3)
- Gamification (3)
- Instructional supports/Demos: worked out examples (3)
- Multimedia effects (2)
- Personalization effect (1)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (4)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (3)
- Blended learning (3)
- Classroom learning (9)
- Remote learning (2)
Teacher Pedagogy
- _No mention (5)
- Collaboration (3)
- Feedback (2)
- Flipped classroom (1)
- Game-based learning (1)
- Group learning (4)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (1)
- Project-based learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (8)
- Medium: 4 or above (8)