Your search
Results 4 resources
-
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...
-
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...
-
This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with...
Explore
Instructional domain (subject)
- Multiple (2)
- Physical activity (1)
- STEM (1)
Education Level and Type
- Informal education (1)
- K-12 (3)
- Tertiary (1)
Groups of students
- EAL (1)
School or home
- _No mention (1)
- Home (1)
- School (3)
Moderating variables
- Assessments (1)
- Country / culture (1)
- Design-type/ testing instruments
- Feedback (1)
- Gender (1)
- Grade/education level (1)
- Length of time (3)
- Novelty Effect (1)
- Peer involvement/group learning (2)
- Student characteristics (1)
- Subject (1)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Tech structure (2)
- Type of instruction methods (student/teacher centered) (3)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (2)
- Interactive whiteboards (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (1)
- Tablet (1)
Tech Software
Tech mechanism
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (2)
Teacher Pedagogy
- Collaboration (3)
- Game-based learning (2)
- Group learning (1)
- PC mixed with real objects (1)
- Peer learning (2)
- Scaffolding (2)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (3)
Quality of research
- High: 6+ (3)