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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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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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A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 50 independent effects were identified that could be subjected to...
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Outcome measure
- Behaviour (3)
- Learning (4)
- Motivation (1)
- Socio-emotional learning (1)
Education Level and Type
- ECE 0-7 (1)
- Informal education (1)
- K-12 (3)
- Secondary 11-16 (1)
- Tertiary
Groups of students
- SEND (1)
School or home
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- Home (1)
- Mixture (1)
Moderating variables
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
- Internet (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (1)
Tech Software
- Audio books (1)
- Computer-Assisted Instruction (CAI) (3)
- Computer-Based Teaching (CBT) (1)
- Game learning (3)
- General apps (1)
- Robotics (1)
- Serious games (1)
- Simulations (1)
- Virtual Reality (3)
Tech mechanism
Learning Approach
Teacher Pedagogy
- Game-based learning (1)
- Scaffolding (1)
- Self-paced (no teacher) (1)
Research methods
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- Medium: 4 or above (2)