Your search
Results 4 resources
-
The technological developments of the twenty-first century have enabled the emergence of alternative teaching-learning models and instructional tools. One of the concepts brought about by such developments is mobile learning. The aim of this study was to test the effect of mobile learning on students’ mathematics achievement. A systematic database search that included the Academic Search Complete, Education Resources Information Center (ERIC), EBSCO, JSTOR, ScienceDirect, Taylor & Francis...
-
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 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 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,...
Explore
Outcome measure
- Learning (4)
Instructional domain (subject)
- Literacy (2)
- Mathematics (2)
Education Level and Type
- ECE 0-7 (3)
- High school 16-18 (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (3)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- EAL (1)
- Learning difficulties (1)
- Low-performing (2)
- Low socio-economic status (2)
- SEND (1)
Moderating variables
Tech Hardware
- CD ROM/ DVD (1)
- Computer (2)
- E-book hardware - e.g. kindle (2)
- Handheld device (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
- Radio (1)
- Tablet (1)
- Touch-screen (1)
- TV (1)
Tech Software
- Audio books (1)
- Augmented Reality (1)
- Computer Algebra Systems (1)
- Digital Media (audiovisuals) (1)
- E-book software (2)
- General apps (1)
- Graphic organisers/Visualisations (1)
- Intelligent Tutoring (1)
- Tutorials (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (1)
Teacher Pedagogy
- _No mention (2)
- Feedback (1)
- Game-based learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (4)
Geography if specific
- _no mention (1)
- Mixture (1)
- Taiwan (1)
- The Netherlands (1)
- Turkey (1)
- USA (1)