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Language abilities in the early years are a strong predictor of children’s success in school. However, a considerable number of children enter school with poor language skills. Therefore, one of the most important but also challenging mandates of early childhood education and care [ECEC] is to promote these skills before school enrolment. Meta-analytic evidence suggests that shared book reading is a valuable tool to narrow this gap in the early years. In the digital age, ebooks might offer...
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This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this meta-analysis. Consistent with previous reviews, this study suggested a statistically significant and positive effect of CT ([Formula: see...
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This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre–post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide...
 
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Outcome measure
- Behaviour (1)
 - Learning (3)
 - Socio-emotional learning (1)
 
Instructional domain (subject)
- Literacy (2)
 - Mathematics (1)
 
Education Level and Type
- ECE 0-7
 - High school 16-18 (1)
 - Informal education (1)
 - K-12 (1)
 - Middle school (1)
 - Primary 7-10 (1)
 - Secondary 11-16 (1)
 - Tertiary (1)
 
Groups of students
- At-risk (1)
 - Low-performing (1)
 - SEND (1)
 - typically-developing students (1)
 
Moderating variables
- Design-type/ testing instruments (1)
 - Grade/education level (1)
 - IQ (1)
 - Length of time
 - Multiple exposures (2)
 - Teacher involvement (2)
 - Tech structure (1)
 
Tech Hardware
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 - Computer (2)
 - E-book hardware - e.g. kindle (1)
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 - Interactive whiteboards (1)
 - Multimedia (1 or more) (1)
 - Tablet (1)
 - Touch-screen (1)
 
Tech Software
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 - Computer-Assisted Instruction (CAI) (1)
 - E-book software (1)
 - Game learning (1)
 - General apps (2)
 - Intelligent Tutoring (1)
 - Robotics (1)
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 - Virtual Reality (1)
 
Tech mechanism
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Learning Approach
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 - Classroom learning (2)
 - Remote learning (1)
 
Teacher Pedagogy
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 - Game-based learning (1)
 - Group learning (1)
 
Research methods
Effect size/ heterogeneity
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