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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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Dynamic geometry software (DGS) aims to enhance mathematics education. This systematic review and meta-analysis evaluated the quasi-experimental studies on the effectiveness of DGS-based instruction in improving students’ mathematical achievement. Research articles published between 1990 and 2013 were identified from major databases according to a prespecified search strategy and selection criteria. A meta-analysis was conducted based on the random-effects model to evaluate the effectiveness...
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This report presents an overview of the process and initial findings of a systematic review and meta-analysis of the literature on computer simulations for K–12 science, technology, engineering, and mathematics (STEM) learning topics. Both quantitative and qualitative research studies on the effects of simulation in STEM were reviewed. Studies that reported effect size measures or the data to calculate effect sizes were included in the meta-analysis. Important moderating factors related to...
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The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in the category of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that...
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Instructional domain (subject)
- Mathematics (1)
- Multiple (2)
- STEM (1)
Education Level and Type
- K-12 (4)
- Primary 7-10 (1)
- Tertiary (2)
School or home
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- School (3)
Moderating variables
- Assessments (2)
- Design-type/ testing instruments (2)
- Feedback (2)
- Length of time (4)
- Novelty Effect (2)
- Peer involvement/group learning
- Student characteristics (1)
- Teacher involvement (3)
- Teacher pedagogy/implementation (1)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (2)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (3)
- Multimedia (1 or more) (1)
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Dynamic Geometry Software (1)
- Game learning (2)
- General apps (1)
- Simulations (2)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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- Classroom learning (3)
Teacher Pedagogy
- Collaboration
- Game-based learning (1)
- Peer learning (1)
- Scaffolding (2)
Research methods
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Quality of research
- High: 6+ (3)
- Medium: 4 or above (1)