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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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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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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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Outcome measure
- Learning (4)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (3)
- Mathematics (2)
- Multiple (2)
- Science (2)
- Social Studies (2)
- STEM (1)
Education Level and Type
- High school 16-18 (1)
- K-12 (1)
- Middle school (2)
- Primary 7-10 (1)
- Secondary 11-16 (1)
Groups of students
- _No mention (2)
- EAL (1)
- Examination years (1)
- Gifted students (1)
- Low socio-economic status (1)
School or home
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- Home (1)
- School (2)
Moderating variables
- __ no obvious moderating variables (1)
- Class size (1)
- Country / culture (1)
- Design-type/ testing instruments (1)
- Ethnicity (1)
- Gender (1)
- Grade/education level (1)
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- School-level factors (1)
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- Student characteristics (2)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Tech structure (2)
Tech Hardware
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Game learning (2)
- General apps
- LMS (1)
- Serious games (1)
- Simulations (1)
- Tutorials (1)
- Word processor (1)
Tech mechanism
Learning Approach
Teacher Pedagogy
- _No mention (2)
- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (3)
- Medium: 4 or above (1)
Geography if specific
- _no mention (3)