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The technological developments of the twenty-first century have enabled the emergence of alternative teaching-learning models and instructional tools. One of the concepts brought about by such developments is mobile learning. The aim of this study was to test the effect of mobile learning on students’ mathematics achievement. A systematic database search that included the Academic Search Complete, Education Resources Information Center (ERIC), EBSCO, JSTOR, ScienceDirect, Taylor & Francis...
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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...
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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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In this meta-analysis, we investigated the effects of methods for providing item-based feedback in a computer-based environment on students’ learning outcomes. From 40 studies, 70 effect sizes were computed, which ranged from −0.78 to 2.29. A mixed model was used for the data analysis. The results show that elaborated feedback (EF; e.g., providing an explanation) produced larger effect sizes (0.49) than feedback regarding the correctness of the answer (KR; 0.05) or providing the correct...
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This report presents an overview of the process and initial findings of a systematic review and meta-analysis of the literature on computer simulations for K–12 science, technology, engineering, and mathematics (STEM) learning topics. Both quantitative and qualitative research studies on the effects of simulation in STEM were reviewed. Studies that reported effect size measures or the data to calculate effect sizes were included in the meta-analysis. Important moderating factors related to...
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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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The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in the category of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that...
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In this study, we meta-analyzed empirical research of the effectiveness of intelligent tutoring systems (ITS) on K–12 students’ mathematical learning. A total of 26 reports containing 34 independent samples met study inclusion criteria. The reports appeared between 1997 and 2010. The majority of included studies compared the effectiveness of ITS with that of regular classroom instruction. A few studies compared ITS with human tutoring or homework practices. Among the major findings are (a)...
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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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The purpose of this review is to learn from rigorous evaluations of alternative technology applications how features of using technology programs and characteristics of their evaluations affect reading outcomes for students in grades K-12. The review applies consistent inclusion standards to focus on studies that met high methodological standards. A total of 84 qualifying studies based on over 60,000 K-12 participants were included in the final analysis. Consistent with previous reviews of...
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This study examines the impact of computer technology (CT) on mathematics education in K-12 classrooms through a systematic review of existing literature. A metaanalysis of 85 independent effect sizes extracted from 46 primary studies involving a total of 36,793 learners indicated statistically significant positive effects of CT on mathematics achievement. In addition, several characteristics of primary studies were identified as having effects. For example, CT showed advantage in promoting...
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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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The purpose of this study was to conduct a meta-study of computer-assisted instruction (CAI) studies in mathematics for students with learning disabilities (LD) focusing on examining the effects of CAI on the mathematics performance of students with LD. This study examined a total of 11 mathematics CAI studies, which met the study selection criterion, for students with LD at the elementary and secondary levels and analyzed them in terms of their comparability and effect sizes. Overall, this...
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Meta-analytical research has shown that computer technology can play a significant role in increasing positive learning outcomes of students. Research on this topic has resulted in conflicting findings on academic achievement and other measures of student outcomes. The current meta-analysis sought to assess the level of differences that existed between students being instructed with computer technology versus the academic achievement outcomes of students instructed with traditional methods....
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The English Review Group completed an overarching systematic review of the impact of Information and Communication Technology (ICT) on literacy learning in English in 2002 (Andrews et al., 2002). In this review, a ‘map’ described all the included research in the field. An in-depth sub-review reported on the impact of networked ICT on literacy learning (Andrews et al., 2002). This present review is one of a further four in-depth sub-reviews that address aspects of the overarching question –...
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Purpose of the Study.........................................................................................................6 Method ..............................................................................................................................7 Search and Selection Criteria ..................................................................................7 Procedure...
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Outcome measure
- Attitudes (2)
- Behaviour (3)
- Learning
- Motivation (2)
- Socio-emotional learning (2)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (5)
- Mathematics (7)
- Multiple (8)
- Science (3)
- Social Studies (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (3)
- High school 16-18 (2)
- Informal education (2)
- K-12
- Primary 7-10 (2)
- Secondary 11-16 (3)
- Tertiary (9)
Groups of students
- _No mention (3)
- At-risk (1)
- EAL (3)
- Learning difficulties (2)
- Low-performing (3)
- Low socio-economic status (3)
- SEND (5)
- typically-developing students (1)
School or home
- _No mention (3)
- Home (1)
- Mixture (1)
- School (15)
Moderating variables
- __ no obvious moderating variables (4)
- Assessments (2)
- Attainment level of students (1)
- Country / culture (1)
- Design-type/ testing instruments (8)
- Ethnicity (1)
- Feedback (2)
- Gender (1)
- Grade/education level (5)
- IQ (1)
- Length of time (12)
- Multiple exposures (1)
- Novelty Effect (2)
- Peer involvement/group learning (5)
- School-level factors (2)
- SEND (2)
- Student characteristics (1)
- Subject (3)
- Teacher involvement (6)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure (3)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (7)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (18)
- Interactive whiteboards (1)
- Internet (3)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (4)
- Tablet (1)
Tech Software
- Augmented Reality (2)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (11)
- Computer-Based Teaching (CBT) (5)
- Digital Media (audiovisuals) (2)
- E-book software (1)
- Game learning (3)
- General apps (3)
- Graphic organisers/Visualisations (3)
- Intelligent Tutoring (1)
- LMS (2)
- Robotics (1)
- Serious games (1)
- Simulations (3)
- Virtual manipulatives (2)
- Virtual Reality (2)
- Word processor (1)
Tech mechanism
- _No mention (7)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (8)
- Gamification (3)
- Instructional supports/Demos: worked out examples (6)
- Multimedia effects (1)
- Personalization effect (2)
- Scaffolding/Varying difficulty levels (6)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (4)
- Blended learning (4)
- Classroom learning (12)
- Remote learning (3)
Teacher Pedagogy
- _No mention (4)
- Collaboration (4)
- Feedback (2)
- Game-based learning (3)
- Group learning (4)
- PC mixed with real objects (1)
- Peer learning (4)
- Scaffolding (6)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (5)
- Mixture or unknown (18)