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Tech mechanism
Publication year
Results 13 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Behaviour (2)
- Engagement (2)
- Learning (11)
- Motivation (3)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (2)
- Mathematics (4)
- Multiple (9)
- Physical activity (1)
- Science (2)
- Social Studies (1)
- STEM (2)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (5)
- Informal education (3)
- K-12 (5)
- Middle school (1)
- Primary 7-10 (5)
- Secondary 11-16 (5)
- Tertiary (7)
Groups of students
- _No mention (3)
- At-risk (1)
- Gifted students (1)
- Learning difficulties (2)
- Low-performing (2)
- SEND (1)
School or home
- _No mention (2)
- Home (3)
- School (4)
Moderating variables
- __ no obvious moderating variables (1)
- Assessments (1)
- Attainment level of students (1)
- Class size (1)
- Country / culture (1)
- Design-type/ testing instruments (2)
- Gender (2)
- Grade/education level (2)
- Length of time (5)
- Multiple exposures (2)
- Peer involvement/group learning (3)
- Student characteristics (4)
- Subject (3)
- Teacher involvement (2)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure (4)
- Type of instruction methods (student/teacher centered) (2)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (6)
- Handheld device (1)
- Internet (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (6)
- Tablet (1)
Tech Software
- Augmented Reality (1)
- Building blocks (1)
- Computer-Assisted Instruction (CAI) (1)
- Computer-Based Teaching (CBT) (2)
- Digital Media (audiovisuals) (1)
- Game learning (9)
- General apps (2)
- Graphic organisers/Visualisations (1)
- Serious games (3)
- Simulations (3)
- Tutorials (1)
- Virtual manipulatives (1)
- Virtual Reality (2)
Tech mechanism
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (6)
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Gamification
- Cognitive processes (3)
- Role play (1)
- Simulation (4)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (2)
- Multimedia effects (2)
- Personalization effect (2)
- Scaffolding/Varying difficulty levels (4)
Learning Approach
- _No mention (3)
- Classroom learning (2)
- Remote learning (1)
Teacher Pedagogy
- _No mention (1)
- Collaboration (2)
- Feedback (1)
- Game-based learning (6)
- Group learning (2)
- PC mixed with real objects (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (3)
- Mixture or unknown (9)
Quality of research
- High: 6+ (5)
- Low: 3 or below (1)
- Medium: 4 or above (7)