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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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The purpose of this review is to learn from rigorous evaluations of alternative technology applications how features of using technology programs and characteristics of their evaluations affect reading outcomes for students in grades K-12. The review applies consistent inclusion standards to focus on studies that met high methodological standards. A total of 84 qualifying studies based on over 60,000 K-12 participants were included in the final analysis. Consistent with previous reviews of...
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Outcome measure
- Learning (3)
Instructional domain (subject)
- Literacy (2)
- Mathematics (2)
- Multiple (2)
- Science (2)
- Social Studies (1)
- STEM (1)
Education Level and Type
- High school 16-18 (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (2)
Groups of students
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- EAL (1)
- Low socio-economic status (1)
- typically-developing students (1)
School or home
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- School (1)
Moderating variables
- Country / culture (1)
- Design-type/ testing instruments (1)
- Ethnicity (1)
- Gender (1)
- Grade/education level (1)
- Length of time (1)
- School-level factors (1)
- SEND (1)
- Student characteristics (1)
- Teacher involvement (2)
- Teacher professional development (1)
- Tech structure (2)
Tech Hardware
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Game learning (2)
- General apps
- LMS (1)
- Serious games (1)
- Simulations (1)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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- Classroom learning (1)
Teacher Pedagogy
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- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)
Geography if specific
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- Mixture (1)
- Taiwan (1)
- Turkey (1)