Your search
Results 4 resources
-
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the feld of gamifcation in education. In terms of purpose, this is an applied study and regarding type, it is a scientometric and co�occurrence analysis. The researchers conducted a search in WoS, Scopus and Pub�Med databases. The abstract and full text of 25 out of 71 articles were selected to be included in the study. Then, the citation and altmetrics indicators were...
-
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...
-
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...
-
This research aims to investigate the effect of computer-based teaching (CBT) on students’ academic success. The research used a meta-analytic method to reach a general conclusion by statistically calculating the results of a number of independent studies. In total, 78 studies (62 master’s theses, 4 PhD theses, and 12 articles) concerning this issue were researched based on the literature review of the articles and theses which involved pre-test and post-test control groups and were...
Explore
Outcome measure
- Engagement (1)
- Learning (4)
- Motivation (1)
Instructional domain (subject)
- Computing (1)
- Literacy (1)
- Mathematics (1)
- Multiple (3)
- STEM (2)
Education Level and Type
- High school 16-18 (1)
- K-12 (3)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary
Groups of students
School or home
- School (2)
Moderating variables
- Assessments (1)
- Country / culture (1)
- Feedback (1)
- Grade/education level (2)
- Length of time (3)
- Multiple exposures (2)
- Novelty Effect (1)
- Peer involvement/group learning (1)
- Subject (2)
- Teacher involvement (1)
- Teacher professional development (1)
- Tech structure (2)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (2)
- Handheld device (1)
- Internet (1)
- Multimedia (1 or more) (3)
- Tablet (1)
- Touch-screen (1)
Tech Software
- Clicker-integrated instruction (1)
- Computer-Based Teaching (CBT) (1)
- Game learning (1)
- General apps (1)
- Simulations (1)
Tech mechanism
Learning Approach
Teacher Pedagogy
- _No mention (1)
- Feedback (1)
- Group learning (1)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (2)
- Mixture or unknown (1)
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)
Geography if specific
- _no mention (1)
- Turkey (1)