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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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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)...
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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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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...
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This study examines the impact of computer technology (CT) on mathematics education in K-12 classrooms through a systematic review of existing literature. A metaanalysis of 85 independent effect sizes extracted from 46 primary studies involving a total of 36,793 learners indicated statistically significant positive effects of CT on mathematics achievement. In addition, several characteristics of primary studies were identified as having effects. For example, CT showed advantage in promoting...
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Outcome measure
- Attitudes (1)
- Behaviour (3)
- Learning
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Literacy (4)
- Mathematics (4)
- Multiple (8)
- Science (1)
- Social Studies (1)
- STEM (2)
Education Level and Type
- ECE 0-7 (1)
- Informal education (1)
- K-12 (13)
- Primary 7-10 (3)
- Secondary 11-16 (2)
- Tertiary (6)
Groups of students
- _No mention (3)
- EAL (2)
- Learning difficulties (2)
- Low-performing (3)
- Low socio-economic status (2)
- SEND (5)
School or home
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- Home (2)
- Mixture (1)
- School (11)
Moderating variables
- __ no obvious moderating variables (1)
- Assessments (3)
- Attainment level of students (2)
- Design-type/ testing instruments (6)
- Ethnicity (1)
- Feedback (3)
- Gender (1)
- Grade/education level (5)
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- IQ (1)
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- Multiple exposures (2)
- Novelty Effect (3)
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- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
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- Type of instruction methods (student/teacher centered) (4)
- Type of knowledge or task (exposing, procedural, active, etc (4)
Tech Hardware
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- Internet (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (6)
- Tablet (1)
Tech Software
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- Augmented Reality (1)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer-Assisted Instruction (CAI) (7)
- Computer-Based Teaching (CBT) (2)
- Digital Media (audiovisuals) (2)
- Dynamic Geometry Software (1)
- Game learning (6)
- General apps (3)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (1)
- LMS (1)
- Robotics (1)
- Serious games (1)
- Simulations (4)
- Tutorials (1)
- Virtual manipulatives (2)
- Virtual Reality (4)
Tech mechanism
- _No mention (1)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (2)
- Feedback (8)
- Gamification (4)
- 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 (2)
- Blended learning (3)
- Classroom learning (12)
- Remote learning (4)
Teacher Pedagogy
- _No mention (1)
- Collaboration (5)
- Feedback (3)
- Game-based learning (2)
- Group learning (1)
- PC mixed with real objects (1)
- Peer learning (3)
- Scaffolding (4)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (9)
- Low: 3 or below (1)
- Medium: 4 or above (8)