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This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the feld of gamifcation in education. In terms of purpose, this is an applied study and regarding type, it is a scientometric and co�occurrence analysis. The researchers conducted a search in WoS, Scopus and Pub�Med databases. The abstract and full text of 25 out of 71 articles were selected to be included in the study. Then, the citation and altmetrics indicators were...
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There is no questioning that the way people live, interact, communicate, and conduct business is undergoing a profound, rapid change. This change is often referred to as the “digital revolution,” which is the advancement of technology from analog, electronic and mechanical tools to the digital tools available today. Moreover, technology has begun to change education, affecting how students acquire the skill sets needed to prepare for college and a career and how educators integrate digital...
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Giving a student control over their learning has theoretical and intuitive appeal, but its effects are neither powerful nor consistent in the empirical literature base. This meta-analysis updated previous meta-analytic research by Niemiec, Sikorski, and Walberg by studying the overall effectiveness of providing learner control within educational technology, the characteristics of instruction along the continuum of learner control, and elements of the instructional environments that may play...
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Purpose of the Study.........................................................................................................6 Method ..............................................................................................................................7 Search and Selection Criteria ..................................................................................7 Procedure...
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Outcome measure
- Behaviour (2)
- Engagement (1)
- Learning
- Motivation (1)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple
- STEM (1)
Education Level and Type
- K-12 (4)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (2)
Groups of students
- _No mention (1)
- At-risk (2)
- Low-performing (1)
- SEND (1)
Moderating variables
- __ no obvious moderating variables (2)
- Country / culture (1)
- Grade/education level (1)
- Length of time (2)
- Multiple exposures (1)
- Subject (1)
- Teacher involvement (1)
- Teacher professional development (1)
- Tech structure (1)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (2)
- Handheld device (2)
- Infrastructure (1)
- Interactive whiteboards (1)
- Multimedia (1 or more) (1)
- Tablet (2)
Tech Software
Tech mechanism
Learning Approach
- Blended learning (2)
- Classroom learning (3)
- Remote learning (2)
Teacher Pedagogy
- Collaboration (2)
- Feedback (2)
- Flipped classroom (1)
- Group learning (1)
- PC mixed with real objects (1)
- Scaffolding (1)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (2)
- Mixture or unknown (3)
Quality of research
- High: 6+ (1)
- Medium: 4 or above (4)