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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...
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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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Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over whether clickerintegrated instruction is effective to enhance students' learning gains has not been settled because the early reviews mainly focus on students' perceptions toward and acceptance of clicker-integrated instruction. Furthermore, so far...
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Outcome measure
- Learning (3)
Instructional domain (subject)
- Literacy (1)
- Mathematics (2)
- Multiple (2)
- Science (1)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- Middle school (2)
- Primary 7-10 (2)
- Secondary 11-16 (2)
- Tertiary (1)
Groups of students
- _No mention (2)
- Low-performing (1)
School or home
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- Mixture (1)
- School (1)
Moderating variables
- Assessments (1)
- Country / culture (1)
- Design-type/ testing instruments (1)
- Feedback (1)
- Grade/education level (1)
- Length of time (2)
- Multiple exposures (2)
- Novelty Effect (1)
- Peer involvement/group learning (1)
- School-level factors (1)
- Student characteristics (1)
- Teacher involvement (1)
- Tech structure (2)
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (2)
Tech Software
- Clicker-integrated instruction (1)
- Computer Algebra Systems (1)
- Game learning (1)
- General apps (2)
- Intelligent Tutoring (1)
- Serious games (1)
- Tutorials (1)
Tech mechanism
- Feedback (2)
Learning Approach
Teacher Pedagogy
- _No mention (1)
- Feedback (2)
- Game-based learning (1)
- Group learning (2)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)