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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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This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the feld of gamifcation in education. In terms of purpose, this is an applied study and regarding type, it is a scientometric and co�occurrence analysis. The researchers conducted a search in WoS, Scopus and Pub�Med databases. The abstract and full text of 25 out of 71 articles were selected to be included in the study. Then, the citation and altmetrics indicators were...
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Background: The array of availability of diverse digital reading applications, the mixed results emerging from small-scale experimental studies, as well as the long-standing tradition and range of known positive developmental outcomes gained from adultchild storybook reading warrant an investigation into electronic storybooks (e-books) by performing a meta-analysis, which includes recent studies.
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Outcome measure
- Engagement (1)
- Learning (3)
- Motivation (1)
Instructional domain (subject)
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Literacy
- Comprehension (2)
- Language (2)
- Language development (1)
- Reading (2)
- vocabulary (1)
- Mathematics (1)
- Multiple (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (2)
- K-12 (1)
- Primary 7-10 (1)
- Tertiary (1)
Groups of students
- _No mention (1)
- At-risk (1)
- Low socio-economic status (1)
- typically-developing students (1)
Moderating variables
- Country / culture (1)
- Length of time (2)
- Multiple exposures (2)
- Parent/carer involvement (1)
- Subject (1)
- Teacher involvement (2)
- Tech structure (1)
Tech Hardware
- E-book hardware - e.g. kindle (2)
- Handheld device (2)
- Interactive whiteboards (1)
- Multimedia (1 or more) (3)
- Tablet (2)
- Touch-screen (2)
Tech Software
- E-book software (2)
- Game learning (1)
Tech mechanism
- Gamification (1)
Learning Approach
- Blended learning (1)
- Classroom learning (2)
Teacher Pedagogy
- Group learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (1)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)
Geography if specific
- Mixture (1)
- Taiwan (1)
- The Netherlands (1)
- Turkey (1)
- USA (1)