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Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one...
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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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The purpose of this work was to meta-analyze empirical evidence about the effectiveness of digital-based interventions for students with mathematical learning difficulties. Furthermore, we investigated whether the school level of the participants and the software instructional approach were decisive modulated factors. A systematic search of randomized controlled studies published between 2003 and 2019 was conducted. A total of 15 studies with 1073 participants met the study selection...
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Based on systematic research of studies published since the year 2000, this comprehensive metaanalysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k ¼ 92) compared learning outcomes of students using digital tools to those of a control group taught without the use of digital tools. Overall, digital tool use had a positive effect on student learning outcomes (g ¼ 0.65, p < .001). The provision of...
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Outcome measure
Instructional domain (subject)
- Mathematics (4)
- Multiple (2)
- Science (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- K-12 (1)
- Primary 7-10 (2)
- Secondary 11-16 (2)
- Tertiary (1)
Groups of students
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- SEND (1)
- typically-developing students (1)
School or home
- Mixture (1)
Moderating variables
- Grade/education level (1)
- Length of time (1)
- School-level factors (1)
- SEND (1)
- Student characteristics (2)
- Subject (1)
- Teacher involvement (2)
- Teacher professional development (1)
- Tech structure (3)
Tech Hardware
- Computer (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (3)
Tech Software
- Augmented Reality (1)
- Game learning (3)
- General apps (1)
- Simulations (1)
- Tutorials (1)
- Virtual Reality (2)
Tech mechanism
- Feedback (1)
- Gamification (1)
Learning Approach
- _No mention (2)
Teacher Pedagogy
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Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (3)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (2)