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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 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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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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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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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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The present review examines research on the effects of educational technology applications on mathematics achievement in K-12 classrooms. Unlike previous reviews, this review applies consistent inclusion standards to focus on studies that met high methodological standards. In addition, methodological and substantive features of the studies are investigated to examine the relationship between educational technology applications and study features. A total of 74 qualified studies were included...
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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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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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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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A meta-analysis was performed to synthesize existing research comparing the effects of computerassisted instruction (CAI) versus traditional instruction (TI) on studentsÕ achievement in Taiwan. Fiftytwo studies were located from our sources, and their quantitative data was transformed into effect size (ES). The overall grand mean of the study-weighted ES for all 52 studies was 0.55. The results suggest that CAI is more effective than TI in Taiwan. In addition, two of the seventeen variables...
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Different learning environments provide different learning experiences and ought to serve different achievement goals. We hypothesized that constructivist learning environments lead to the attainment of achievements that are consistent with the experiences that such settings provide and that more traditional settings lead to the attainments of other kinds of achievement in accordance with the experiences they provide. A meta-analytic study was carried out on 32 methodologically-appropriate...
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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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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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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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Outcome measure
- Attitudes (2)
- Behaviour (2)
- Learning (21)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Languages (1)
- Literacy (5)
- Mathematics (9)
- Multiple (9)
- Science (3)
- Social Studies (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (3)
- Informal education (2)
- K-12
- Primary 7-10 (5)
- Secondary 11-16 (4)
- Tertiary (5)
Groups of students
- _No mention (3)
- At-risk (3)
- EAL (3)
- Learning difficulties (3)
- Low-performing (2)
- Low socio-economic status (5)
- SEND (5)
- typically-developing students (1)
Moderating variables
- __ no obvious moderating variables (3)
- Assessments (1)
- Attainment level of students (1)
- Country / culture (1)
- Design-type/ testing instruments (8)
- Ethnicity (1)
- Feedback (2)
- Gender (2)
- Grade/education level (8)
- Length of time (14)
- Multiple exposures (1)
- Novelty Effect (4)
- Peer involvement/group learning (4)
- School-level factors (1)
- SEND (2)
- Socio-economic status (1)
- Subject (5)
- Teacher involvement (8)
- Teacher pedagogy/implementation (3)
- Teacher professional development (1)
- Tech structure (1)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- Computer (20)
- Interactive whiteboards (1)
- Internet (2)
- Laptops (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
- Tablet (1)
Tech Software
- Augmented Reality (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (12)
- Computer-Based Teaching (CBT) (4)
- Digital Media (audiovisuals) (2)
- Dynamic Geometry Software (1)
- E-book software (1)
- Game learning (2)
- General apps (3)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (1)
- LMS (3)
- Simulations (3)
- Virtual manipulatives (2)
- Virtual Reality (1)
Tech mechanism
- _No mention (7)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (8)
- Gamification (2)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (7)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (6)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (3)
- Blended learning (2)
- Classroom learning (17)
- Remote learning (1)
Teacher Pedagogy
- _No mention (5)
- Collaboration (5)
- Feedback (2)
- Game-based learning (2)
- Group learning (4)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (3)
- Project-based learning (1)
- Scaffolding (5)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (7)
- LMIC (middle/low) (1)
- Mixture or unknown (18)
Quality of research
- High: 6+ (16)
- Low: 3 or below (1)
- Medium: 4 or above (5)