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                Outcome measure
            
            
        
                Publication year
            
            
        Results 32 resources
                            Last update from database: 05/08/2024, 12:08 (UTC)
                    
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Outcome measure
- Attitudes (1)
 - Behaviour (3)
 - Engagement (1)
 - Learning
 - Motivation (3)
 - Qualification (1)
 - Socio-emotional learning (2)
 
Instructional domain (subject)
- Computing (1)
 - Languages (1)
 - Literacy (10)
 - Mathematics (6)
 - Multiple (18)
 - Science (3)
 - Social Studies (1)
 - STEM (2)
 
Education Level and Type
- ECE 0-7 (4)
 - High school 16-18 (2)
 - Informal education (2)
 - K-12 (23)
 - Primary 7-10 (6)
 - Secondary 11-16 (5)
 - Tertiary (10)
 
Groups of students
- _No mention (4)
 - At-risk (4)
 - EAL (6)
 - Learning difficulties (6)
 - Low-performing (7)
 - Low socio-economic status (6)
 - SEND (8)
 
School or home
- _No mention (3)
 - Home (2)
 - Mixture (4)
 - School (15)
 
Moderating variables
- __ no obvious moderating variables (1)
 - Assessments (4)
 - Attainment level of students (2)
 - Country / culture (1)
 - Design-type/ testing instruments (7)
 - Ethnicity (1)
 - Feedback (3)
 - Gender (1)
 - Grade/education level (9)
 - Implementation fidelity (1)
 - IQ (1)
 - Length of time (15)
 - Multiple exposures (4)
 - Novelty Effect (4)
 - Peer involvement/group learning (6)
 - SEND (1)
 - Student characteristics (3)
 - Subject (4)
 - Teacher involvement (9)
 - Teacher pedagogy/implementation (2)
 - Teacher professional development (3)
 - Tech structure (2)
 - Type of instruction methods (student/teacher centered) (6)
 - Type of knowledge or task (exposing, procedural, active, etc (6)
 
Tech Hardware
- Assistive Devices for SEND (1)
 - CD ROM/ DVD (4)
 - Computer (19)
 - E-book hardware - e.g. kindle (1)
 - Handheld device (4)
 - Infrastructure (2)
 - Interactive whiteboards (3)
 - Internet (3)
 - Laptops (2)
 - Mobile/Smartphone (4)
 - Multimedia (1 or more) (9)
 - Radio (1)
 - Tablet (5)
 - TV (2)
 
Tech Software
- Audio books (3)
 - Augmented Reality (2)
 - Building blocks (1)
 - Clicker-integrated instruction (1)
 - Computer-Assisted Instruction (CAI) (9)
 - Computer-Based Teaching (CBT) (6)
 - Digital Media (audiovisuals) (6)
 - Dynamic Geometry Software (1)
 - E-book software (3)
 - Game learning (8)
 - General apps (6)
 - Graphic organisers/Visualisations (7)
 - Intelligent Tutoring (2)
 - LMS (3)
 - Robotics (1)
 - Serious games (2)
 - Simulations (5)
 - Tutorials (1)
 - Virtual manipulatives (3)
 - Virtual Reality (4)
 - Word processor (1)
 
Tech mechanism
- _No mention (2)
 - Cooperative learning (e.g. discussion areas) (4)
 - Direct instruction (2)
 - Drill and practice (3)
 - Feedback (13)
 - Gamification (7)
 - Graphic modelling (2)
 - Instructional supports/Demos: worked out examples (10)
 - Multimedia effects (4)
 - Personalization effect (3)
 - Research/Homework/Assignments (1)
 - Scaffolding/Varying difficulty levels (11)
 - Virtual pen and notetaking (1)
 
Learning Approach
- _No mention (4)
 - Blended learning (5)
 - Classroom learning (17)
 - Remote learning (5)
 
Teacher Pedagogy
- _No mention (4)
 - Collaboration (8)
 - Feedback (4)
 - Flipped classroom (1)
 - Game-based learning (3)
 - Group learning (4)
 - Individualised (1)
 - PC mixed with real objects (2)
 - Peer learning (4)
 - Project-based learning (1)
 - Scaffolding (4)
 - Self-paced (no teacher) (1)
 
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (10)
 - LMIC (middle/low) (1)
 - Mixture or unknown (17)
 
Quality of research
- High: 6+ (15)
 - Low: 3 or below (1)
 - Medium: 4 or above (12)