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The purpose of this study is to determine the effect of digital stories on academic achievement. In order to achieve this purpose, meta analysis method was used in the study. Within the scope of the study, ERIC, Google Academic, YÖK Thesis Center, ProQuest, Science Direct and ULAKBİM databases were scanned and 23 studies (10 theses, 13 articles) were included in the meta-analysis using the criteria determined by the researchers. Cochran’s X2 (Q = 285,155, p < .05) test was conducted to test...
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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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Based on systematic research of studies published since the year 2000, this comprehensive metaanalysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k ¼ 92) compared learning outcomes of students using digital tools to those of a control group taught without the use of digital tools. Overall, digital tool use had a positive effect on student learning outcomes (g ¼ 0.65, p < .001). The provision of...
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This meta-analysis maps the evidence on the effectiveness of instructional approaches and conditions for learning computer programming under three study conditions: (a) Studies focusing on the effectiveness of programming interventions per se, (b) studies focusing on the effectiveness of visualization and physicality, and (c) studies focusing on the effectiveness of dominant instructional approaches. Utilizing the data from 139 interventions and 375 effect sizes, we found (a) a strong effect...
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Outcome measure
- Learning (4)
Instructional domain (subject)
- Computing (1)
- Literacy (1)
- Mathematics (3)
- Multiple (3)
- Science (3)
- Social Studies (2)
- STEM (1)
Education Level and Type
- High school 16-18 (3)
- K-12 (1)
- Middle school (2)
- Primary 7-10 (3)
- Secondary 11-16 (3)
- Tertiary (2)
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School or home
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Moderating variables
- Country / culture (1)
- Grade/education level (2)
- School-level factors (1)
- Student characteristics (1)
- Subject (1)
- Teacher involvement (1)
- Teacher professional development (1)
- Tech structure (3)
Tech Hardware
- Computer (1)
- E-book hardware - e.g. kindle (1)
- Handheld device (1)
- Multimedia (1 or more) (4)
- Tablet (1)
- Touch-screen (1)
Tech Software
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- General apps (3)
- Serious games (1)
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- Virtual Reality (1)
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Teacher Pedagogy
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- Group learning (1)
Research methods
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HIC/LMIC
- HIC (high income) (2)
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