Your search
Results 4 resources
-
This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre–post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide...
-
Giving a student control over their learning has theoretical and intuitive appeal, but its effects are neither powerful nor consistent in the empirical literature base. This meta-analysis updated previous meta-analytic research by Niemiec, Sikorski, and Walberg by studying the overall effectiveness of providing learner control within educational technology, the characteristics of instruction along the continuum of learner control, and elements of the instructional environments that may play...
-
In this study, we meta-analyzed empirical research of the effectiveness of intelligent tutoring systems (ITS) on K–12 students’ mathematical learning. A total of 26 reports containing 34 independent samples met study inclusion criteria. The reports appeared between 1997 and 2010. The majority of included studies compared the effectiveness of ITS with that of regular classroom instruction. A few studies compared ITS with human tutoring or homework practices. Among the major findings are (a)...
-
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that...
Explore
Outcome measure
- Behaviour (3)
- Learning (4)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Literacy (1)
- Mathematics (1)
- Multiple (2)
Education Level and Type
- ECE 0-7 (1)
- Informal education (1)
- K-12 (3)
- Secondary 11-16 (1)
- Tertiary (3)
Groups of students
- Low-performing (1)
- SEND (1)
Moderating variables
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
- Internet (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
Tech Software
- Audio books (1)
- Computer-Assisted Instruction (CAI) (2)
- Digital Media (audiovisuals) (1)
- Game learning (3)
- General apps (1)
- Graphic organisers/Visualisations (1)
- Intelligent Tutoring (1)
- Robotics (1)
- Serious games (1)
- Simulations (1)
- Virtual Reality (3)
Tech mechanism
Learning Approach
Teacher Pedagogy
- Game-based learning (1)
- Scaffolding (1)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (2)
- Medium: 4 or above (3)