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Publication year
Results 64 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (1)
- Behaviour (4)
- Engagement (2)
- Learning (32)
- Motivation (3)
- Qualification (1)
- Socio-emotional learning (2)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (10)
- Mathematics (7)
- Multiple (18)
- Physical activity (1)
- Science (3)
- Social Studies (1)
- STEM (2)
Education Level and Type
- ECE 0-7 (5)
- High school 16-18 (3)
- Informal education (4)
- K-12 (24)
- Middle school (1)
- Primary 7-10 (7)
- Secondary 11-16 (5)
- Tertiary (11)
Groups of students
- _No mention (4)
- At-risk (4)
- EAL (6)
- Learning difficulties (6)
- Low-performing (7)
- Low socio-economic status (7)
- SEND (8)
School or home
- _No mention (3)
- Home (3)
- Mixture (4)
- School (17)
Moderating variables
- __ no obvious moderating variables (1)
- Assessments (4)
- Attainment level of students (2)
- Country / culture (1)
- Design-type/ testing instruments (9)
- Ethnicity (1)
- Feedback (3)
- Gender (2)
- Grade/education level (10)
- Implementation fidelity (1)
- IQ (1)
- Length of time (16)
- Multiple exposures (4)
- Novelty Effect (4)
- Peer involvement/group learning (6)
- SEND (1)
- Socio-economic status (1)
- Student characteristics (3)
- Subject (4)
- Teacher involvement (10)
- Teacher pedagogy/implementation (2)
- Teacher professional development (3)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (6)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (4)
- Computer (20)
- E-book hardware - e.g. kindle (1)
- Handheld device (4)
- Infrastructure (2)
- Interactive whiteboards (3)
- Internet (3)
- Laptops (2)
- Mobile/Smartphone (4)
- Multimedia (1 or more) (9)
- Radio (1)
- Tablet (5)
- TV (2)
Tech Software
- Audio books (3)
- Augmented Reality (2)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer-Assisted Instruction (CAI) (10)
- Computer-Based Teaching (CBT) (6)
- Digital Media (audiovisuals) (6)
- Dynamic Geometry Software (1)
- E-book software (3)
- Game learning (9)
- General apps (6)
- Graphic organisers/Visualisations (7)
- Intelligent Tutoring (2)
- LMS (4)
- Robotics (1)
- Serious games (3)
- Simulations (5)
- Tutorials (1)
- Virtual manipulatives (3)
- Virtual Reality (4)
- Word processor (1)
Tech mechanism
- _No mention (2)
- Cooperative learning (e.g. discussion areas) (4)
- Direct instruction (2)
- Drill and practice (3)
- Feedback (14)
- Gamification (9)
- Graphic modelling (2)
- Instructional supports/Demos: worked out examples (11)
- Multimedia effects (4)
- Personalization effect (3)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (11)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (4)
- Blended learning (5)
- Classroom learning (18)
- Remote learning (5)
Teacher Pedagogy
- _No mention (4)
- Collaboration (8)
- Feedback (4)
- Flipped classroom (1)
- Game-based learning (5)
- Group learning (4)
- Individualised (1)
- PC mixed with real objects (2)
- Peer learning (4)
- Project-based learning (1)
- Scaffolding (4)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (11)
- LMIC (middle/low) (1)
- Mixture or unknown (20)
Quality of research
- High: 6+ (16)
- Low: 3 or below (2)
- Medium: 4 or above (12)