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Results 31 resources
                            Last update from database: 05/08/2024, 12:08 (UTC)
                    
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Outcome measure
- Attitudes (3)
 - Behaviour (2)
 - Learning
 - Motivation (2)
 - Socio-emotional learning (1)
 
Instructional domain (subject)
- Computing (1)
 - Languages (1)
 - Literacy (12)
 - Mathematics (8)
 - Multiple (11)
 - Science (4)
 - Social Studies (2)
 - STEM (2)
 
Education Level and Type
- ECE 0-7 (5)
 - High school 16-18 (3)
 - Informal education (2)
 - K-12 (21)
 - Middle school (2)
 - Primary 7-10 (9)
 - Secondary 11-16 (7)
 - Tertiary (7)
 
Groups of students
- _No mention (4)
 - At-risk (5)
 - EAL (4)
 - Examination years (2)
 - Learning difficulties (4)
 - Low-performing (4)
 - Low socio-economic status (6)
 - SEND (8)
 - typically-developing students (2)
 
Moderating variables
- __ no obvious moderating variables (6)
 - Assessments (2)
 - Attainment level of students (1)
 - Country / culture (1)
 - Design-type/ testing instruments (8)
 - Ethnicity (1)
 - Feedback (3)
 - Gender (2)
 - Grade/education level (7)
 - Length of time (15)
 - Multiple exposures (3)
 - Novelty Effect (5)
 - Parent/carer involvement (1)
 - Peer involvement/group learning (5)
 - School-level factors (1)
 - SEND (2)
 - Subject (5)
 - Teacher involvement (10)
 - Teacher pedagogy/implementation (3)
 - Teacher professional development (2)
 - Tech structure (1)
 - Type of instruction methods (student/teacher centered) (5)
 - Type of knowledge or task (exposing, procedural, active, etc (6)
 
Tech Hardware
- Computer (24)
 - E-book hardware - e.g. kindle (2)
 - Handheld device (5)
 - Interactive whiteboards (2)
 - Internet (2)
 - Laptops (1)
 - Mobile/Smartphone (1)
 - Multimedia (1 or more) (6)
 - Tablet (4)
 - Touch-screen (2)
 
Tech Software
- Augmented Reality (2)
 - Clicker-integrated instruction (1)
 - Computer Algebra Systems (1)
 - Computer-Assisted Instruction (CAI) (15)
 - Computer-Based Teaching (CBT) (7)
 - Digital Media (audiovisuals) (4)
 - Dynamic Geometry Software (1)
 - E-book software (5)
 - Game learning (2)
 - General apps (5)
 - Graphic organisers/Visualisations (4)
 - Intelligent Tutoring (1)
 - LMS (2)
 - Simulations (4)
 - Tutorials (1)
 - Virtual manipulatives (2)
 - 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 (9)
 - Gamification (3)
 - Graphic modelling (2)
 - Instructional supports/Demos: worked out examples (7)
 - Multimedia effects (1)
 - Personalization effect (3)
 - Research/Homework/Assignments (1)
 - Scaffolding/Varying difficulty levels (8)
 - Virtual pen and notetaking (1)
 
Learning Approach
- _No mention (3)
 - Blended learning (3)
 - Classroom learning (24)
 - Remote learning (1)
 
Teacher Pedagogy
- _No mention (7)
 - Collaboration (6)
 - Feedback (5)
 - Game-based learning (2)
 - Group learning (7)
 - Individualised (1)
 - PC mixed with real objects (2)
 - Peer learning (4)
 - Project-based learning (1)
 - Scaffolding (7)
 
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (8)
 - LMIC (middle/low) (1)
 - Mixture or unknown (23)
 
Quality of research
- High: 6+ (22)
 - Low: 3 or below (1)
 - Medium: 4 or above (8)