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Full Library 114 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (3)
- Behaviour (6)
- Engagement (3)
- Learning (68)
- Motivation (5)
- Qualification (1)
- Socio-emotional learning (3)
Instructional domain (subject)
- Computing (5)
- Languages (3)
- Literacy (22)
- Mathematics (21)
- Multiple (29)
- Physical activity (1)
- Science (13)
- Social Studies (6)
- STEM (5)
Education Level and Type
- ECE 0-7 (14)
- High school 16-18 (12)
- Informal education (6)
- K-12 (38)
- Middle school (6)
- Primary 7-10 (21)
- Secondary 11-16 (16)
- Tertiary (23)
Groups of students
- _No mention (9)
- At-risk (7)
- EAL (7)
- Examination years (2)
- Gifted students (1)
- Learning difficulties (8)
- Low-performing (11)
- Low socio-economic status (10)
- SEND (15)
- typically-developing students (4)
School or home
- _No mention (7)
- Home (5)
- Mixture (7)
- School (33)
Moderating variables
- __ no obvious moderating variables (8)
- Assessments (4)
- Attainment level of students (2)
- Class size (1)
- Country / culture (3)
- Design-type/ testing instruments (15)
- Ethnicity (1)
- Feedback (3)
- Gender (3)
- Grade/education level (15)
- Implementation fidelity (1)
- IQ (1)
- Length of time (25)
- Multiple exposures (7)
- Novelty Effect (5)
- Parent/carer involvement (2)
- Peer involvement/group learning (8)
- School-level factors (4)
- SEND (3)
- Socio-economic status (1)
- Student characteristics (7)
- Subject (8)
- Teacher involvement (18)
- Teacher pedagogy/implementation (4)
- Teacher professional development (5)
- Tech structure (11)
- Type of instruction methods (student/teacher centered) (7)
- Type of knowledge or task (exposing, procedural, active, etc (7)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (4)
- Computer (41)
- E-book hardware - e.g. kindle (5)
- Handheld device (8)
- Infrastructure (2)
- Interactive whiteboards (4)
- Internet (4)
- Laptops (2)
- Mobile/Smartphone (5)
- Multimedia (1 or more) (21)
- Radio (1)
- Tablet (8)
- Touch-screen (3)
- TV (2)
Tech Software
- Audio books (3)
- Augmented Reality (3)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (2)
- Computer-Assisted Instruction (CAI) (25)
- Computer-Based Teaching (CBT) (10)
- Digital Media (audiovisuals) (8)
- Dynamic Geometry Software (1)
- E-book software (8)
- Game learning (16)
- General apps (13)
- Graphic organisers/Visualisations (7)
- Intelligent Tutoring (3)
- LMS (4)
- Robotics (1)
- Serious games (4)
- Simulations (10)
- Tutorials (4)
- Virtual manipulatives (3)
- Virtual Reality (6)
- Word processor (3)
Tech mechanism
- _No mention (12)
- Cooperative learning (e.g. discussion areas) (4)
- Direct instruction (2)
- Drill and practice (3)
- Feedback (16)
- Gamification (13)
- Graphic modelling (2)
- Instructional supports/Demos: worked out examples (12)
- Multimedia effects (4)
- Personalization effect (3)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (11)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (11)
- Blended learning (7)
- Classroom learning (30)
- Remote learning (6)
Teacher Pedagogy
- _No mention (13)
- Collaboration (8)
- Feedback (7)
- Flipped classroom (1)
- Game-based learning (8)
- Group learning (10)
- Individualised (1)
- PC mixed with real objects (2)
- Peer learning (5)
- Project-based learning (1)
- Scaffolding (9)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (17)
- LMIC (middle/low) (3)
- Mixture or unknown (41)
Quality of research
- High: 6+ (36)
- Low: 3 or below (3)
- Medium: 4 or above (21)
Geography if specific
Publication year
- Between 1900 and 1999 (1)
- Between 2000 and 2024 (113)