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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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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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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
- Behaviour (1)
- Learning (5)
- Socio-emotional learning (1)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (3)
- Mathematics (1)
- Multiple (2)
- Science (1)
- Social Studies (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- Informal education (1)
- K-12 (3)
- Middle school (1)
- Tertiary (1)
Groups of students
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- EAL (2)
- Examination years (1)
- Gifted students (1)
- Low socio-economic status (1)
- SEND (1)
Moderating variables
- __ no obvious moderating variables (1)
- Class size (1)
- Country / culture (1)
- Design-type/ testing instruments (2)
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- Teacher pedagogy/implementation (2)
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- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- CD ROM/ DVD (1)
- Computer (3)
- Handheld device (1)
- Interactive whiteboards (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (3)
- Tablet (1)
Tech Software
- Augmented Reality (1)
- Computer-Assisted Instruction (CAI) (3)
- Computer-Based Teaching (CBT) (1)
- Digital Media (audiovisuals) (1)
- E-book software (1)
- Game learning (2)
- General apps
- Graphic organisers/Visualisations (1)
- LMS (2)
- Robotics (1)
- Simulations (1)
- Tutorials (1)
- Virtual manipulatives (1)
- Virtual Reality (1)
- Word processor (1)
Tech mechanism
Learning Approach
Teacher Pedagogy
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- Collaboration (1)
- Group learning (1)
- PC mixed with real objects (1)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (2)
- Mixture or unknown (4)