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This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre–post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide...
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This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that...
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Meta-analytical research has shown that computer technology can play a significant role in increasing positive learning outcomes of students. Research on this topic has resulted in conflicting findings on academic achievement and other measures of student outcomes. The current meta-analysis sought to assess the level of differences that existed between students being instructed with computer technology versus the academic achievement outcomes of students instructed with traditional methods....
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Purpose of the Study.........................................................................................................6 Method ..............................................................................................................................7 Search and Selection Criteria ..................................................................................7 Procedure...
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Outcome measure
- Attitudes (1)
- Behaviour
- Learning (4)
- Motivation (2)
- Socio-emotional learning (2)
Instructional domain (subject)
- Literacy (2)
- Mathematics (1)
- Multiple (2)
- Science (1)
- Social Studies (1)
Education Level and Type
- ECE 0-7 (1)
- Informal education (1)
- K-12 (3)
- Secondary 11-16 (1)
- Tertiary (2)
Groups of students
- At-risk (1)
- Low-performing (1)
- SEND (2)
- typically-developing students (1)
Moderating variables
- __ no obvious moderating variables (2)
- IQ (1)
- Length of time (1)
Tech Hardware
- CD ROM/ DVD (1)
- Computer
- Mobile/Smartphone (1)
- Multimedia (1 or more) (1)
Tech Software
- Computer-Assisted Instruction (CAI) (3)
- Game learning (2)
- General apps (1)
- Robotics (1)
- Serious games (1)
- Simulations (1)
- Virtual Reality (2)
Tech mechanism
- _No mention (2)
- Feedback (1)
- Gamification (1)
- Scaffolding/Varying difficulty levels (1)
Learning Approach
- _No mention (1)
- Blended learning (1)
- Classroom learning (2)
- Remote learning (2)
Teacher Pedagogy
- Game-based learning (1)
- Group learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (3)
- Medium: 4 or above (1)
Geography if specific
- _no mention (2)
- USA (1)