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Giving a student control over their learning has theoretical and intuitive appeal, but its effects are neither powerful nor consistent in the empirical literature base. This meta-analysis updated previous meta-analytic research by Niemiec, Sikorski, and Walberg by studying the overall effectiveness of providing learner control within educational technology, the characteristics of instruction along the continuum of learner control, and elements of the instructional environments that may play...
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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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Background/Context Earlier research on various forms of distance learning concluded that these technologies do not differ significantly from regular classroom instruction in terms of learning outcomes. Now that web-based learning has emerged as a major trend in both K–12 and higher education, the relative efficacy of online and face-to-face instruction needs to be revisited. The increased capabilities of web-based applications and collaboration technologies and the rise of...
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In this study, we meta-analyzed empirical research of the effectiveness of intelligent tutoring systems (ITS) on K–12 students’ mathematical learning. A total of 26 reports containing 34 independent samples met study inclusion criteria. The reports appeared between 1997 and 2010. The majority of included studies compared the effectiveness of ITS with that of regular classroom instruction. A few studies compared ITS with human tutoring or homework practices. Among the major findings are (a)...
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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...
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The purpose of this review is to learn from rigorous evaluations of alternative technology applications how features of using technology programs and characteristics of their evaluations affect reading outcomes for students in grades K-12. The review applies consistent inclusion standards to focus on studies that met high methodological standards. A total of 84 qualifying studies based on over 60,000 K-12 participants were included in the final analysis. Consistent with previous reviews of...
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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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Since its advent word processing has become a common writing tool, providing potential advantages over writing by hand. Word processors permit easy revision, produce legible characters quickly, and may provide additional supports (e.g., spellcheckers, speech recognition). Such advantages should remedy common difficulties among weaker writers/readers in grades 1–12. Based on 27 studies with weaker writers, 20 of which were not considered in prior reviews, findings from this meta-analysis...
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This study examines the impact of computer technology (CT) on mathematics education in K-12 classrooms through a systematic review of existing literature. A metaanalysis of 85 independent effect sizes extracted from 46 primary studies involving a total of 36,793 learners indicated statistically significant positive effects of CT on mathematics achievement. In addition, several characteristics of primary studies were identified as having effects. For example, CT showed advantage in promoting...
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A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 50 independent effects were identified that could be subjected to...
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The purpose of this study was to conduct a meta-study of computer-assisted instruction (CAI) studies in mathematics for students with learning disabilities (LD) focusing on examining the effects of CAI on the mathematics performance of students with LD. This study examined a total of 11 mathematics CAI studies, which met the study selection criterion, for students with LD at the elementary and secondary levels and analyzed them in terms of their comparability and effect sizes. Overall, this...
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Studies focusing on the effectiveness of computer-assisted instruction have been growing recently in Turkey. In this research, quantitative studies comparing the effectiveness of computer- assisted instruction to traditional teaching method and conducted between 1998 and 2007 are studied by meta analysis. Seventy eight studies that have eligible data were combined with meta analytical methods by coding protocol from the 422 master’s and doctoral degree and 124 articles. As a result for the...
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The results of a meta-analysis of 20 research articles containing 89 effect sizes related to the use of digital tools and learning environments to enhance literacy acquisition for middle school students demonstrate that technology can have a positive effect on reading comprehension (weighted effect size of 0.489). Very little research has focused on the effect of technology on other important aspects of reading, such as metacognitive, affective, and dispositional outcomes. The evidence...
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A meta-analysis was performed to synthesize existing research comparing the effects of computerassisted instruction (CAI) versus traditional instruction (TI) on studentsÕ achievement in Taiwan. Fiftytwo studies were located from our sources, and their quantitative data was transformed into effect size (ES). The overall grand mean of the study-weighted ES for all 52 studies was 0.55. The results suggest that CAI is more effective than TI in Taiwan. In addition, two of the seventeen variables...
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The purpose of this research study was to determine the overall effectiveness of computer-based laboratory compared with the traditional hands-on laboratory for improving students’ science academic achievement and attitudes towards science subjects at the college and pre-college levels of education in the United States. Meta-analysis was used to synthesis the findings from 38 primary research studies conducted and/or reported in the United States between 1996 and 2006 that compared the...
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Different learning environments provide different learning experiences and ought to serve different achievement goals. We hypothesized that constructivist learning environments lead to the attainment of achievements that are consistent with the experiences that such settings provide and that more traditional settings lead to the attainments of other kinds of achievement in accordance with the experiences they provide. A meta-analytic study was carried out on 32 methodologically-appropriate...
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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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Outcome measure
- Attitudes (3)
- Behaviour (5)
- Engagement (2)
- Learning
- Motivation (5)
- Qualification (1)
- Socio-emotional learning (3)
Instructional domain (subject)
- Computing (5)
- Languages (3)
- Literacy (22)
- Mathematics (20)
- Multiple (29)
- Science (13)
- Social Studies (6)
- STEM (5)
Education Level and Type
- ECE 0-7 (13)
- High school 16-18 (11)
- Informal education (4)
- K-12 (37)
- Middle school (5)
- Primary 7-10 (20)
- Secondary 11-16 (16)
- Tertiary (22)
Groups of students
- _No mention (9)
- At-risk (7)
- EAL (7)
- Examination years (2)
- Gifted students (1)
- Learning difficulties (8)
- Low-performing (11)
- Low socio-economic status (9)
- SEND (15)
- typically-developing students (4)
School or home
- _No mention (7)
- Home (4)
- Mixture (7)
- School (31)
Moderating variables
- __ no obvious moderating variables (8)
- Assessments (4)
- Attainment level of students (2)
- Class size (1)
- Country / culture (3)
- Design-type/ testing instruments (13)
- Ethnicity (1)
- Feedback (3)
- Gender (2)
- Grade/education level (14)
- Implementation fidelity (1)
- IQ (1)
- Length of time (24)
- Multiple exposures (7)
- Novelty Effect (5)
- Parent/carer involvement (2)
- Peer involvement/group learning (8)
- School-level factors (4)
- SEND (3)
- Student characteristics (7)
- Subject (8)
- Teacher involvement (17)
- Teacher pedagogy/implementation (4)
- Teacher professional development (5)
- Tech structure (11)
- Type of instruction methods (student/teacher centered) (7)
- Type of knowledge or task (exposing, procedural, active, etc (7)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (4)
- Computer (40)
- E-book hardware - e.g. kindle (5)
- Handheld device (8)
- Infrastructure (2)
- Interactive whiteboards (4)
- Internet (4)
- Laptops (2)
- Mobile/Smartphone (5)
- Multimedia (1 or more) (21)
- Radio (1)
- Tablet (8)
- Touch-screen (3)
- TV (2)
Tech Software
- Audio books (3)
- Augmented Reality (3)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (2)
- Computer-Assisted Instruction (CAI) (24)
- Computer-Based Teaching (CBT) (10)
- Digital Media (audiovisuals) (8)
- Dynamic Geometry Software (1)
- E-book software (8)
- Game learning (15)
- General apps (13)
- Graphic organisers/Visualisations (7)
- Intelligent Tutoring (3)
- LMS (3)
- Robotics (1)
- Serious games (3)
- Simulations (10)
- Tutorials (4)
- Virtual manipulatives (3)
- Virtual Reality (6)
- Word processor (3)
Tech mechanism
- _No mention (12)
- Cooperative learning (e.g. discussion areas) (4)
- Direct instruction (2)
- Drill and practice (3)
- Feedback (15)
- Gamification (11)
- Graphic modelling (2)
- Instructional supports/Demos: worked out examples (11)
- Multimedia effects (4)
- Personalization effect (3)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (11)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (11)
- Blended learning (7)
- Classroom learning (29)
- Remote learning (6)
Teacher Pedagogy
- _No mention (13)
- Collaboration (8)
- Feedback (7)
- Flipped classroom (1)
- Game-based learning (6)
- Group learning (10)
- Individualised (1)
- PC mixed with real objects (2)
- Peer learning (5)
- Project-based learning (1)
- Scaffolding (9)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (16)
- LMIC (middle/low) (3)
- Mixture or unknown (38)
Quality of research
- High: 6+ (35)
- Low: 3 or below (2)
- Medium: 4 or above (21)