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Language abilities in the early years are a strong predictor of children’s success in school. However, a considerable number of children enter school with poor language skills. Therefore, one of the most important but also challenging mandates of early childhood education and care [ECEC] is to promote these skills before school enrolment. Meta-analytic evidence suggests that shared book reading is a valuable tool to narrow this gap in the early years. In the digital age, ebooks might offer...
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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...
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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...
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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...
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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...
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The purpose of this work was to meta-analyze empirical evidence about the effectiveness of digital-based interventions for students with mathematical learning difficulties. Furthermore, we investigated whether the school level of the participants and the software instructional approach were decisive modulated factors. A systematic search of randomized controlled studies published between 2003 and 2019 was conducted. A total of 15 studies with 1073 participants met the study selection...
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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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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...
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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...
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In this meta-analysis, we investigated the effects of methods for providing item-based feedback in a computer-based environment on students’ learning outcomes. From 40 studies, 70 effect sizes were computed, which ranged from −0.78 to 2.29. A mixed model was used for the data analysis. The results show that elaborated feedback (EF; e.g., providing an explanation) produced larger effect sizes (0.49) than feedback regarding the correctness of the answer (KR; 0.05) or providing the correct...
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Identifying effective literacy instruction programs has been a focal point for governments, educators and parents over the last few decades (Ontario Ministry of Education, 2004, 2006; Council of Ontario Directors of Education, 2011). Given the increasing use of computer technologies in the classroom and in the home, a variety of information communication technology (ICT) interventions for learning have been introduced. Meta-analyses comparing the impact of these programs on learning,...
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Dynamic geometry software (DGS) aims to enhance mathematics education. This systematic review and meta-analysis evaluated the quasi-experimental studies on the effectiveness of DGS-based instruction in improving students’ mathematical achievement. Research articles published between 1990 and 2013 were identified from major databases according to a prespecified search strategy and selection criteria. A meta-analysis was conducted based on the random-effects model to evaluate the effectiveness...
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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...
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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...
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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...
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The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in the category of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that...
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Outcome measure
- Attitudes (3)
- Behaviour (5)
- Learning
- Motivation (2)
- Socio-emotional learning (2)
Instructional domain (subject)
- Computing (2)
- Languages (2)
- Literacy (11)
- Mathematics (15)
- Multiple (14)
- Science (8)
- Social Studies (5)
- STEM (3)
Education Level and Type
- ECE 0-7 (7)
- High school 16-18 (7)
- Informal education (3)
- K-12 (24)
- Middle school (4)
- Primary 7-10 (11)
- Secondary 11-16 (11)
- Tertiary (13)
Groups of students
- _No mention (5)
- At-risk (3)
- EAL (3)
- Examination years (2)
- Gifted students (1)
- Learning difficulties (4)
- Low-performing (6)
- Low socio-economic status (3)
- SEND (9)
- typically-developing students (2)
School or home
- _No mention (5)
- Home (3)
- Mixture (3)
- School (23)
Moderating variables
- __ no obvious moderating variables (7)
- Assessments (3)
- Attainment level of students (2)
- Class size (1)
- Country / culture (1)
- Design-type/ testing instruments (10)
- Ethnicity (1)
- Feedback (3)
- Gender (2)
- Grade/education level (7)
- Implementation fidelity (1)
- IQ (1)
- Length of time (19)
- Multiple exposures (4)
- Novelty Effect (4)
- Peer involvement/group learning (7)
- School-level factors (4)
- SEND (3)
- Student characteristics (6)
- Subject (2)
- Teacher involvement (11)
- Teacher pedagogy/implementation (2)
- Teacher professional development (1)
- Tech structure (7)
- Type of instruction methods (student/teacher centered) (4)
- Type of knowledge or task (exposing, procedural, active, etc (5)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (29)
- E-book hardware - e.g. kindle (1)
- Handheld device (3)
- Interactive whiteboards (1)
- Internet (2)
- Mobile/Smartphone (2)
- Multimedia (1 or more) (12)
- Tablet (2)
- Touch-screen (1)
Tech Software
- Audio books (1)
- Augmented Reality (2)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (2)
- Computer-Assisted Instruction (CAI) (18)
- Computer-Based Teaching (CBT) (5)
- Digital Media (audiovisuals) (3)
- Dynamic Geometry Software (1)
- E-book software (2)
- Game learning (11)
- General apps (7)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (2)
- LMS (1)
- Robotics (1)
- Serious games (2)
- Simulations (7)
- Tutorials (3)
- Virtual manipulatives (2)
- Virtual Reality (5)
- Word processor (2)
Tech mechanism
- _No mention (10)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (2)
- Feedback (10)
- Gamification (7)
- Graphic modelling (2)
- Instructional supports/Demos: worked out examples (7)
- Multimedia effects (2)
- Personalization effect (2)
- Scaffolding/Varying difficulty levels (8)
Learning Approach
- _No mention (7)
- Blended learning (5)
- Classroom learning (20)
- Remote learning (5)
Teacher Pedagogy
- _No mention (8)
- Collaboration (5)
- Feedback (5)
- Game-based learning (5)
- Group learning (6)
- PC mixed with real objects (1)
- Peer learning (4)
- Scaffolding (7)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (26)
- Low: 3 or below (1)
- Medium: 4 or above (11)