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Language abilities in the early years are a strong predictor of children’s success in school. However, a considerable number of children enter school with poor language skills. Therefore, one of the most important but also challenging mandates of early childhood education and care [ECEC] is to promote these skills before school enrolment. Meta-analytic evidence suggests that shared book reading is a valuable tool to narrow this gap in the early years. In the digital age, ebooks might offer...
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Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners,...
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This study quantitatively synthesized the empirical research on the effects of social context (i.e., small group versus individual learning) when students learn using computer technology. In total, 486 independent findings were extracted from 122 studies involving 11,317 learners. The results indicate that, on average, small group learning had significantly more positive effects than individual learning on student individual achievement (mean ES = + 0.15), group task performance (mean ES = +...
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Outcome measure
- Learning (3)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (2)
- Mathematics (2)
- Multiple (1)
- Science (2)
- Social Studies (2)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
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- At-risk (1)
- Low-performing (1)
- typically-developing students (1)
School or home
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- School (1)
Moderating variables
Tech Hardware
- Computer (1)
- E-book hardware - e.g. kindle (1)
- Handheld device (1)
- Interactive whiteboards (1)
- Multimedia (1 or more) (2)
- Tablet (1)
- Touch-screen (1)
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Computer-Based Teaching (CBT) (1)
- E-book software (1)
- Game learning (1)
- General apps (1)
- Serious games (1)
- Simulations (1)
- Word processor (1)
Tech mechanism
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Learning Approach
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- Blended learning (1)
- Classroom learning (1)
Teacher Pedagogy
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- Group learning
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)
Geography if specific
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- Mixture (1)