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The technological developments of the twenty-first century have enabled the emergence of alternative teaching-learning models and instructional tools. One of the concepts brought about by such developments is mobile learning. The aim of this study was to test the effect of mobile learning on students’ mathematics achievement. A systematic database search that included the Academic Search Complete, Education Resources Information Center (ERIC), EBSCO, JSTOR, ScienceDirect, Taylor & Francis...
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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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This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this meta-analysis. Consistent with previous reviews, this study suggested a statistically significant and positive effect of CT ([Formula: see...
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There is no questioning that the way people live, interact, communicate, and conduct business is undergoing a profound, rapid change. This change is often referred to as the “digital revolution,” which is the advancement of technology from analog, electronic and mechanical tools to the digital tools available today. Moreover, technology has begun to change education, affecting how students acquire the skill sets needed to prepare for college and a career and how educators integrate digital...
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Outcome measure
- Learning (4)
Instructional domain (subject)
- Literacy (1)
- Mathematics (2)
- Multiple (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (1)
- K-12 (2)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- At-risk (1)
- Low-performing (1)
- Low socio-economic status (1)
Moderating variables
Tech Hardware
- CD ROM/ DVD (1)
- Computer (2)
- E-book hardware - e.g. kindle (1)
- Handheld device (2)
- Infrastructure (1)
- Interactive whiteboards (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (1)
- Tablet (2)
- Touch-screen (1)
Tech Software
- Augmented Reality (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (1)
- E-book software (1)
- General apps (1)
- Intelligent Tutoring (1)
- Tutorials (1)
Tech mechanism
- _No mention (1)
- Feedback (1)
Learning Approach
- Blended learning (1)
- Classroom learning (2)
- Remote learning (1)
Teacher Pedagogy
- _No mention (1)
- Collaboration (1)
- Feedback (2)
- Flipped classroom (1)
- Game-based learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (3)
- Medium: 4 or above (1)
Geography if specific
- _no mention (1)
- Mixture (1)
- Taiwan (1)
- The Netherlands (1)
- Turkey (1)
- USA (1)