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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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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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Outcome measure
- Learning (4)
Instructional domain (subject)
- Mathematics (2)
- Multiple (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (1)
- Tertiary (2)
Groups of students
- _No mention (1)
- Learning difficulties (1)
- Low-performing (2)
School or home
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- Mixture (1)
- School (1)
Moderating variables
- Assessments (2)
- Attainment level of students (1)
- Design-type/ testing instruments (2)
- Feedback (1)
- Grade/education level (1)
- Length of time (3)
- Multiple exposures (2)
- Novelty Effect (1)
- Peer involvement/group learning (2)
- Student characteristics (2)
- Teacher involvement (1)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (1)
Tech Hardware
- Computer (3)
- Multimedia (1 or more) (2)
Tech Software
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (1)
- Digital Media (audiovisuals) (1)
- Game learning (2)
- General apps (1)
- Graphic organisers/Visualisations (1)
- Intelligent Tutoring (1)
- Simulations (1)
- Tutorials (2)
- Virtual manipulatives (1)
Tech mechanism
Learning Approach
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- Classroom learning (1)
Teacher Pedagogy
- Collaboration (1)
- Feedback (2)
- Game-based learning (2)
- Group learning (1)
- Peer learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
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- Medium: 4 or above (2)
Geography if specific
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