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The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on...
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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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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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Instructional domain (subject)
- Computing (1)
- Languages (1)
- Mathematics (2)
- Multiple (2)
- Science (2)
- Social Studies (1)
- STEM
Education Level and Type
- K-12 (1)
- Secondary 11-16 (1)
Groups of students
- _No mention (2)
- Gifted students (1)
- typically-developing students (1)
Moderating variables
- Class size (1)
- Design-type/ testing instruments (1)
- Feedback (1)
- Length of time (2)
- Peer involvement/group learning (1)
- Student characteristics (1)
- Teacher involvement (2)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure
- Type of instruction methods (student/teacher centered) (1)
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (2)
Tech Software
- Game learning (2)
- General apps (2)
- Simulations (2)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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- Classroom learning (2)
Teacher Pedagogy
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- Collaboration (1)
- Peer learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)
Geography if specific
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- Mixture (1)
- Taiwan (1)
- Turkey (1)