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There is no questioning that the way people live, interact, communicate, and conduct business is undergoing a profound, rapid change. This change is often referred to as the “digital revolution,” which is the advancement of technology from analog, electronic and mechanical tools to the digital tools available today. Moreover, technology has begun to change education, affecting how students acquire the skill sets needed to prepare for college and a career and how educators integrate digital...
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Identifying effective literacy instruction programs has been a focal point for governments, educators and parents over the last few decades (Ontario Ministry of Education, 2004, 2006; Council of Ontario Directors of Education, 2011). Given the increasing use of computer technologies in the classroom and in the home, a variety of information communication technology (ICT) interventions for learning have been introduced. Meta-analyses comparing the impact of these programs on learning,...
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Dynamic geometry software (DGS) aims to enhance mathematics education. This systematic review and meta-analysis evaluated the quasi-experimental studies on the effectiveness of DGS-based instruction in improving students’ mathematical achievement. Research articles published between 1990 and 2013 were identified from major databases according to a prespecified search strategy and selection criteria. A meta-analysis was conducted based on the random-effects model to evaluate the effectiveness...
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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)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple (2)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- Informal education (1)
- K-12
- Primary 7-10 (2)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- At-risk (2)
- EAL (1)
- Low-performing (1)
- SEND (1)
Moderating variables
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
- Handheld device (1)
- Infrastructure (1)
- Interactive whiteboards (1)
- Multimedia (1 or more) (1)
- Tablet (1)
Tech Software
- Computer-Assisted Instruction (CAI) (3)
- Dynamic Geometry Software (1)
- Game learning (1)
- General apps (1)
- Simulations (1)
Tech mechanism
- _No mention (1)
- Gamification (1)
- Graphic modelling (1)
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (3)
- Remote learning (1)
Teacher Pedagogy
- Collaboration (2)
- Feedback (1)
- Flipped classroom (1)
- Game-based learning (1)
- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (3)
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- _no mention (1)