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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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Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one...
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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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Outcome measure
- Engagement (1)
- Learning (3)
- Motivation (1)
Instructional domain (subject)
- Literacy (2)
- Mathematics (2)
- Multiple (2)
- Science (1)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (1)
- K-12 (1)
- Primary 7-10 (1)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- _No mention (1)
- At-risk (1)
- typically-developing students (1)
School or home
- School (1)
Moderating variables
- Country / culture (1)
- Grade/education level (1)
- Length of time
- Multiple exposures (2)
- Student characteristics (1)
- Subject (2)
- Teacher involvement (1)
- Tech structure (2)
Tech Hardware
- Computer (1)
- E-book hardware - e.g. kindle (1)
- Handheld device (1)
- Interactive whiteboards (1)
- Multimedia (1 or more) (3)
- Tablet (1)
- Touch-screen (1)
Tech Software
- E-book software (1)
- Game learning (2)
- Virtual Reality (1)
Tech mechanism
- Feedback (1)
- Gamification (2)
Learning Approach
- Blended learning (1)
- Classroom learning (1)
Teacher Pedagogy
- Group learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)
Geography if specific
- Mixture (2)