Your search
Results 3 resources
-
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,...
-
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...
-
In this meta-analysis, we systematically reviewed research on digital games and learning for Kâ16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital...
Explore
Outcome measure
- Learning (3)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple
- Science (1)
- 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 (1)
- Tertiary (2)
Groups of students
- _No mention (2)
School or home
- _No mention (2)
- School (1)
Moderating variables
- Assessments (2)
- Country / culture (1)
- Design-type/ testing instruments (1)
- Feedback (1)
- Length of time (2)
- Multiple exposures (1)
- Novelty Effect (1)
- Peer involvement/group learning (2)
- School-level factors (1)
- Student characteristics (2)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (1)
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (3)
Tech Software
- Clicker-integrated instruction (1)
- Game learning (2)
- General apps (1)
- Serious games (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (1)
Teacher Pedagogy
- _No mention (1)
- Collaboration (1)
- Feedback (1)
- Game-based learning (1)
- Group learning (2)
- Peer learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)
Geography if specific
- _no mention (2)