Your search
Results 4 resources
-
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...
-
Background: The array of availability of diverse digital reading applications, the mixed results emerging from small-scale experimental studies, as well as the long-standing tradition and range of known positive developmental outcomes gained from adultchild storybook reading warrant an investigation into electronic storybooks (e-books) by performing a meta-analysis, which includes recent studies.
-
This meta-analysis examines the inconsistent findings across experimental studies that compared children’s learning outcomes with digital and paper books. We quantitatively reviewed 39 studies reported in 30 articles (n = 1,812 children) and compared children’s story comprehension and vocabulary learning in relation to medium (reading on paper versus on-screen), design enhancements in digital books, the presence of a dictionary, and adult support for children aged between 1 and 8 years. The...
-
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...
Explore
Outcome measure
- Learning (4)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (2)
- Mathematics (2)
- Multiple (2)
- Science (2)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (1)
- Primary 7-10 (3)
- Secondary 11-16 (1)
Groups of students
- _No mention (1)
- Gifted students (1)
- Low socio-economic status (2)
- SEND (1)
Moderating variables
- Class size (1)
- Grade/education level (1)
- Length of time (2)
- Parent/carer involvement (2)
- Student characteristics (2)
- Subject (1)
- Teacher involvement (2)
- Teacher pedagogy/implementation (1)
- Tech structure (3)
Tech Hardware
- Computer (1)
- E-book hardware - e.g. kindle (2)
- Handheld device (1)
- Multimedia (1 or more)
- Tablet (1)
- Touch-screen (1)
Tech Software
- E-book software (2)
- Game learning (2)
- General apps (1)
- Virtual Reality (1)
Tech mechanism
- Feedback (1)
- Gamification (2)
Learning Approach
Teacher Pedagogy
- Scaffolding (1)