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This meta-analysis maps the evidence on the effectiveness of instructional approaches and conditions for learning computer programming under three study conditions: (a) Studies focusing on the effectiveness of programming interventions per se, (b) studies focusing on the effectiveness of visualization and physicality, and (c) studies focusing on the effectiveness of dominant instructional approaches. Utilizing the data from 139 interventions and 375 effect sizes, we found (a) a strong effect...
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Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over whether clickerintegrated instruction is effective to enhance students' learning gains has not been settled because the early reviews mainly focus on students' perceptions toward and acceptance of clicker-integrated instruction. Furthermore, so far...
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In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital...
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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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Outcome measure
- Learning (4)
- Motivation (1)
Education Level and Type
- High school 16-18 (2)
- K-12 (3)
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary
Groups of students
School or home
- _No mention (1)
- School (1)
Moderating variables
Tech Hardware
- Computer (2)
- Handheld device (1)
- Multimedia (1 or more)
- Tablet (1)
- Touch-screen (1)
Tech Software
- Clicker-integrated instruction (1)
- Game learning (1)
- General apps (1)
- Serious games (1)
- Simulations (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (1)
Teacher Pedagogy
- Collaboration (1)
- Feedback (1)
- Game-based learning (2)
- Group learning (2)
- Peer learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (2)
- Medium: 4 or above (2)
Geography if specific
- _no mention (1)