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Tech mechanism
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 (3)
Instructional domain (subject)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (3)
- K-12 (10)
- Middle school (1)
- Primary 7-10 (4)
- Secondary 11-16 (5)
- Tertiary (6)
Groups of students
- _No mention (4)
- At-risk (2)
- EAL (2)
- Learning difficulties (2)
- Low-performing (3)
- Low socio-economic status (3)
School or home
- _No mention (2)
- Home (1)
- Mixture (2)
- School (10)
Moderating variables
- Assessments (3)
- Attainment level of students (1)
- Country / culture (1)
- Design-type/ testing instruments (5)
- Feedback (3)
- Grade/education level (7)
- Length of time (12)
- Multiple exposures (3)
- Novelty Effect (3)
- Peer involvement/group learning (5)
- Socio-economic status (1)
- Student characteristics (3)
- Subject (5)
- Teacher involvement (6)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure (4)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (5)
Tech Hardware
- Computer (12)
- Handheld device (1)
- Interactive whiteboards (1)
- Internet (1)
- Laptops (1)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (5)
- Tablet (1)
Tech Software
- Augmented Reality (1)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (3)
- Computer-Based Teaching (CBT) (4)
- Digital Media (audiovisuals) (2)
- E-book software (1)
- Game learning (5)
- General apps (2)
- Graphic organisers/Visualisations (3)
- Intelligent Tutoring (1)
- LMS (2)
- Serious games (2)
- Simulations (4)
- Tutorials (2)
- Virtual manipulatives (3)
- Virtual Reality (3)
- Word processor (1)
Tech mechanism
- Cooperative learning (e.g. discussion areas) (3)
- Direct instruction (2)
- Drill and practice (2)
- Feedback
- Gamification (6)
- Instructional supports/Demos: worked out examples (7)
- Multimedia effects (1)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (6)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (2)
- Blended learning (1)
- Classroom learning (10)
- Remote learning (1)
Teacher Pedagogy
- _No mention (1)
- Collaboration (5)
- Feedback (3)
- Game-based learning (4)
- Group learning (4)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (4)
- Project-based learning (1)
- Scaffolding (3)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (4)
- Mixture or unknown (11)
Quality of research
- High: 6+ (12)
- Medium: 4 or above (5)