Your search
Results 3 resources
-
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this meta-analysis. Consistent with previous reviews, this study suggested a statistically significant and positive effect of CT ([Formula: see...
-
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...
-
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...
Explore
Outcome measure
- Behaviour (1)
- Learning (3)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (1)
- Mathematics (2)
- Multiple (1)
- Science (1)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (1)
- Informal education (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- _No mention (1)
- Gifted students (1)
- Low-performing (1)
- SEND (1)
Moderating variables
- Class size (1)
- Design-type/ testing instruments (1)
- Grade/education level (1)
- IQ (1)
- Length of time (3)
- Multiple exposures (1)
- Student characteristics (1)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Tech structure (2)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (2)
- Multimedia (1 or more) (1)
Tech Software
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (1)
- Game learning (2)
- General apps
- Intelligent Tutoring (1)
- Robotics (1)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
- Feedback (1)
- Gamification (1)
Learning Approach
- Blended learning (1)
- Classroom learning (2)
- Remote learning (1)
Teacher Pedagogy
- Feedback (1)
- Game-based learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
Geography if specific
- _no mention (2)