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Quality of research
Publication year
Results 16 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (1)
- Behaviour (1)
- Learning (15)
- Motivation (2)
- Socio-emotional learning (1)
Instructional domain (subject)
- Literacy (5)
- Mathematics (3)
- Multiple (6)
- Science (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (3)
- High school 16-18 (1)
- Informal education (1)
- K-12 (13)
- Primary 7-10 (3)
- Secondary 11-16 (2)
- Tertiary (5)
Groups of students
- _No mention (3)
- At-risk (2)
- EAL (5)
- Learning difficulties (3)
- Low-performing (4)
- Low socio-economic status (6)
- SEND (4)
School or home
- _No mention (2)
- Home (1)
- Mixture (1)
- School (11)
Moderating variables
- Assessments (2)
- Attainment level of students (1)
- Country / culture (1)
- Design-type/ testing instruments (7)
- Ethnicity (1)
- Feedback (2)
- Gender (1)
- Grade/education level (7)
- IQ (1)
- Length of time (11)
- Multiple exposures (2)
- Novelty Effect (2)
- Peer involvement/group learning (4)
- SEND (1)
- Socio-economic status (1)
- Student characteristics (2)
- Subject (3)
- Teacher involvement (6)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- CD ROM/ DVD (3)
- Computer (13)
- E-book hardware - e.g. kindle (1)
- Handheld device (1)
- Interactive whiteboards (1)
- Internet (3)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (6)
- Radio (1)
- Tablet (2)
- TV (2)
Tech Software
- Audio books (2)
- Augmented Reality (1)
- Computer-Assisted Instruction (CAI) (4)
- Computer-Based Teaching (CBT) (3)
- Digital Media (audiovisuals) (4)
- E-book software (3)
- Game learning (3)
- General apps (3)
- Graphic organisers/Visualisations (5)
- Intelligent Tutoring (1)
- LMS (3)
- Robotics (1)
- Serious games (1)
- Simulations (2)
- Virtual manipulatives (2)
- Virtual Reality (2)
- Word processor (1)
Tech mechanism
- _No mention (1)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (10)
- Gamification (3)
- Instructional supports/Demos: worked out examples (8)
- Multimedia effects (3)
- Personalization effect (2)
- Scaffolding/Varying difficulty levels (8)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (3)
- Blended learning (3)
- Classroom learning (11)
- Remote learning (2)
Teacher Pedagogy
- _No mention (4)
- Collaboration (4)
- Feedback (1)
- Game-based learning (2)
- Group learning (2)
- PC mixed with real objects (1)
- Peer learning (3)
- Scaffolding (3)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (7)
- Mixture or unknown (10)