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Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners,...
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Based on systematic research of studies published since the year 2000, this comprehensive metaanalysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k ¼ 92) compared learning outcomes of students using digital tools to those of a control group taught without the use of digital tools. Overall, digital tool use had a positive effect on student learning outcomes (g ¼ 0.65, p < .001). The provision of...
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It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k ϭ 77, N ϭ 5,547; motivation: k ϭ 31, N ϭ 2,216). Consistent with our hypotheses, serious games were found to be...
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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
- Learning (4)
- Motivation (1)
Instructional domain (subject)
- Literacy (1)
- Mathematics (2)
- Multiple (4)
- Science (2)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (3)
- Informal education (1)
- K-12 (2)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16
- Tertiary (2)
Groups of students
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- At-risk (1)
- typically-developing students (1)
School or home
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- School (1)
Moderating variables
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (3)
Tech Software
- Game learning (3)
- General apps (2)
- Serious games (2)
- Simulations (2)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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Teacher Pedagogy
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- Game-based learning (2)
- Group learning (3)
Research methods
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- Taiwan (1)
- Turkey (1)