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In this meta-analysis, we investigated the effects of methods for providing item-based feedback in a computer-based environment on students’ learning outcomes. From 40 studies, 70 effect sizes were computed, which ranged from −0.78 to 2.29. A mixed model was used for the data analysis. The results show that elaborated feedback (EF; e.g., providing an explanation) produced larger effect sizes (0.49) than feedback regarding the correctness of the answer (KR; 0.05) or providing the correct...
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The present review examines research on the effects of educational technology applications on mathematics achievement in K-12 classrooms. Unlike previous reviews, this review applies consistent inclusion standards to focus on studies that met high methodological standards. In addition, methodological and substantive features of the studies are investigated to examine the relationship between educational technology applications and study features. A total of 74 qualified studies were included...
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It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k ϭ 77, N ϭ 5,547; motivation: k ϭ 31, N ϭ 2,216). Consistent with our hypotheses, serious games were found to be...
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Outcome measure
- Learning (4)
- Motivation (1)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple (3)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- K-12 (4)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
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- At-risk (1)
- EAL (2)
- Learning difficulties (1)
- Low-performing (1)
- Low socio-economic status (2)
- SEND (1)
School or home
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- School (3)
Moderating variables
- Country / culture (1)
- Design-type/ testing instruments (2)
- Grade/education level (3)
- Length of time (3)
- Multiple exposures (1)
- Novelty Effect (1)
- Peer involvement/group learning (1)
- Socio-economic status (1)
- Student characteristics (1)
- Subject (2)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Type of instruction methods (student/teacher centered) (2)
- Type of knowledge or task (exposing, procedural, active, etc (2)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
- Interactive whiteboards (1)
- Internet (1)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (2)
- Tablet (2)
- TV (1)
Tech Software
Tech mechanism
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (3)
Teacher Pedagogy
- _No mention (1)
- Collaboration (1)
- Feedback (1)
- Game-based learning (1)
- Group learning (2)
- PC mixed with real objects (1)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (3)
- Mixture or unknown (2)
Quality of research
- High: 6+ (5)
- Medium: 4 or above (1)