Your search
Results 4 resources
-
Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over whether clickerintegrated instruction is effective to enhance students' learning gains has not been settled because the early reviews mainly focus on students' perceptions toward and acceptance of clicker-integrated instruction. Furthermore, so far...
-
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...
-
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k ϭ 77, N ϭ 5,547; motivation: k ϭ 31, N ϭ 2,216). Consistent with our hypotheses, serious games were found to be...
-
Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of...
Explore
Outcome measure
- Learning (4)
- Motivation (1)
Instructional domain (subject)
- Mathematics (1)
- Multiple (3)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- Informal education (1)
- K-12 (3)
- Primary 7-10 (2)
- Secondary 11-16 (2)
- Tertiary (3)
Groups of students
- _No mention (1)
- At-risk (1)
School or home
- School (3)
Moderating variables
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (2)
Tech Software
Tech mechanism
Learning Approach
- _No mention (1)
- Classroom learning (2)
Teacher Pedagogy
- Collaboration (1)
- Feedback (1)
- Game-based learning (2)
- Group learning (3)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
Geography if specific
- _no mention (2)