Your search
Results 3 resources
-
The present meta-analysis challenges the notion that young children necessarily need adult scaffolding in order to understand a narrative story and learn words as long as they encounter optimally designed multimedia stories. Including 29 studies and 1272 children, multimedia stories were found more beneficial than encounters with traditional story materials that did not include the help of an adult for story comprehension (g+ = 0.40, k = 18) as well as vocabulary (g+ = 0.30, k = 11). However,...
-
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...
-
The purpose of this review is to learn from rigorous evaluations of alternative technology applications how features of using technology programs and characteristics of their evaluations affect reading outcomes for students in grades K-12. The review applies consistent inclusion standards to focus on studies that met high methodological standards. A total of 84 qualifying studies based on over 60,000 K-12 participants were included in the final analysis. Consistent with previous reviews of...
Explore
Outcome measure
- Behaviour (1)
- Learning (3)
- Socio-emotional learning (1)
Instructional domain (subject)
-
Literacy
- Comprehension (1)
- Reading (1)
- vocabulary (1)
Education Level and Type
- ECE 0-7 (2)
- Informal education (1)
- K-12 (2)
- Primary 7-10 (1)
- Tertiary (1)
Groups of students
- EAL (2)
- Learning difficulties (1)
- Low-performing (1)
- Low socio-economic status (2)
- SEND (2)
Moderating variables
- Design-type/ testing instruments (1)
- Ethnicity (1)
- Gender (1)
- Grade/education level (2)
- IQ (1)
- Length of time (2)
- Multiple exposures (1)
- SEND (1)
- Teacher involvement (1)
Tech Hardware
- CD ROM/ DVD (2)
- Computer
- E-book hardware - e.g. kindle (1)
- Multimedia (1 or more) (2)
- Radio (1)
- TV (1)
Tech Software
- Audio books (1)
- Computer-Assisted Instruction (CAI) (2)
- Digital Media (audiovisuals) (1)
- E-book software (1)
- Game learning (1)
- General apps (2)
- Graphic organisers/Visualisations (1)
- LMS (1)
- Robotics (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (2)
- Remote learning (1)
Teacher Pedagogy
- _No mention (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (2)
- Mixture or unknown (2)
Quality of research
- High: 6+ (3)