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