Your search
Results 6 resources
-
Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one...
-
The technological developments of the twenty-first century have enabled the emergence of alternative teaching-learning models and instructional tools. One of the concepts brought about by such developments is mobile learning. The aim of this study was to test the effect of mobile learning on students’ mathematics achievement. A systematic database search that included the Academic Search Complete, Education Resources Information Center (ERIC), EBSCO, JSTOR, ScienceDirect, Taylor & Francis...
-
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...
-
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on...
-
In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 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...
-
This report presents an overview of the process and initial findings of a systematic review and meta-analysis of the literature on computer simulations for K–12 science, technology, engineering, and mathematics (STEM) learning topics. Both quantitative and qualitative research studies on the effects of simulation in STEM were reviewed. Studies that reported effect size measures or the data to calculate effect sizes were included in the meta-analysis. Important moderating factors related to...
Explore
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Mathematics (4)
- Multiple (3)
- Science (2)
- Social Studies (1)
- STEM (2)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- K-12 (3)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (2)
- Tertiary (2)
Groups of students
- _No mention (1)
- Gifted students (1)
- Low-performing (1)
School or home
- _No mention (1)
- Home (1)
- Mixture (2)
- School (1)
Moderating variables
- Assessments (1)
- Class size (1)
- Design-type/ testing instruments (3)
- Feedback (1)
- Grade/education level (2)
- Length of time (5)
- Multiple exposures (1)
- Peer involvement/group learning (2)
- School-level factors (1)
- Student characteristics (3)
- Subject (1)
- Teacher involvement (3)
- Teacher pedagogy/implementation (1)
- Tech structure
- Type of instruction methods (student/teacher centered) (2)
Tech Hardware
- Computer (4)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (3)
Tech Software
- Augmented Reality (1)
- Computer Algebra Systems (1)
- Game learning (3)
- General apps (2)
- Intelligent Tutoring (1)
- Simulations (1)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (2)
Teacher Pedagogy
- _No mention (1)
- Collaboration (2)
- Feedback (1)
- Game-based learning (2)
- Peer learning (1)
- Scaffolding (2)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
Geography if specific
- _no mention (2)
- Mixture (2)