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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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Background/Context Earlier research on various forms of distance learning concluded that these technologies do not differ significantly from regular classroom instruction in terms of learning outcomes. Now that web-based learning has emerged as a major trend in both K–12 and higher education, the relative efficacy of online and face-to-face instruction needs to be revisited. The increased capabilities of web-based applications and collaboration technologies and the rise of...
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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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Outcome measure
- Behaviour (2)
- Engagement (1)
- Learning (2)
- Socio-emotional learning (1)
Instructional domain (subject)
- Literacy (1)
- Multiple (1)
- Physical activity (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- Informal education
- K-12 (1)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (3)
Groups of students
- SEND (1)
Moderating variables
- Design-type/ testing instruments (1)
- Gender (1)
- Grade/education level (1)
- IQ (1)
- Length of time (1)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (1)
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Game learning (2)
- General apps (1)
- Robotics (1)
- Serious games (1)
- Virtual Reality (1)
Tech mechanism
- Gamification (2)
Learning Approach
- Blended learning (1)
- Classroom learning (1)
- Remote learning (1)
Teacher Pedagogy
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Low: 3 or below (1)