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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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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 research aims to investigate the effect of computer-based teaching (CBT) on students’ academic success. The research used a meta-analytic method to reach a general conclusion by statistically calculating the results of a number of independent studies. In total, 78 studies (62 master’s theses, 4 PhD theses, and 12 articles) concerning this issue were researched based on the literature review of the articles and theses which involved pre-test and post-test control groups and were...
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Outcome measure
- Engagement (1)
- Learning
- Motivation (1)
Instructional domain (subject)
- Literacy (2)
- Mathematics (3)
- Multiple (4)
- Science (2)
- Social Studies (1)
- STEM (2)
Education Level and Type
- High school 16-18 (1)
- K-12 (2)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary (2)
Groups of students
School or home
- _No mention (1)
- School (1)
Moderating variables
Tech Hardware
- Computer (1)
- Internet (1)
- Multimedia (1 or more) (3)
Tech Software
- Computer-Based Teaching (CBT) (1)
- Game learning (3)
- General apps (2)
- Serious games (1)
- Simulations (1)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (1)
Teacher Pedagogy
- _No mention (3)
- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Medium: 4 or above (3)
Geography if specific
- _no mention (1)
- Mixture (1)
- Taiwan (1)
- Turkey (2)