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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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Giving a student control over their learning has theoretical and intuitive appeal, but its effects are neither powerful nor consistent in the empirical literature base. This meta-analysis updated previous meta-analytic research by Niemiec, Sikorski, and Walberg by studying the overall effectiveness of providing learner control within educational technology, the characteristics of instruction along the continuum of learner control, and elements of the instructional environments that may play...
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This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that...
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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)
- Learning (4)
- Motivation (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- Informal education (1)
- K-12 (2)
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary
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Moderating variables
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- Feedback (1)
- Gender (1)
- Grade/education level (1)
- Length of time (2)
- Multiple exposures (1)
- Novelty Effect (1)
- Peer involvement/group learning (2)
- Teacher involvement (1)
Tech Hardware
- Computer (2)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
Tech Software
- Audio books (1)
- Clicker-integrated instruction (1)
- Computer-Assisted Instruction (CAI) (1)
- Game learning (3)
- Serious games (1)
- Simulations (2)
- Virtual Reality (2)
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Teacher Pedagogy
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