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