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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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We performed searches in referenced databases such as ScienceDirect and PubMed for articles published from 2007 to 2011 in scientific journals or as proceedings of conferences and symposia and relating primarily to the fields of cognitive science, psychology, human–computer interaction and education, but also other scientific fields such as medicine or engineering in which training has been performed using SGs or VGs.
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This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with...
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Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of...
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Outcome measure
- Behaviour (2)
- Engagement (1)
- Learning (3)
- Socio-emotional learning (1)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple (1)
- Physical activity (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (2)
- Informal education
- K-12 (3)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (1)
- Tertiary (4)
Moderating variables
- Design-type/ testing instruments (2)
- Gender (2)
- IQ (1)
- Length of time (2)
- Peer involvement/group learning (1)
- Teacher involvement (1)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
Tech Software
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (2)
- Game learning (3)
- General apps (1)
- Robotics (1)
- Serious games (1)
- Simulations (1)
- Virtual Reality (1)
Tech mechanism
- Gamification (3)
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (1)
- Remote learning (1)
Teacher Pedagogy
- _No mention (1)
- Game-based learning (3)
- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (2)
- Low: 3 or below (1)
- Medium: 4 or above (1)
Geography if specific
- _no mention (1)