Your search
Results 49 resources
-
Language abilities in the early years are a strong predictor of children’s success in school. However, a considerable number of children enter school with poor language skills. Therefore, one of the most important but also challenging mandates of early childhood education and care [ECEC] is to promote these skills before school enrolment. Meta-analytic evidence suggests that shared book reading is a valuable tool to narrow this gap in the early years. In the digital age, ebooks might offer...
-
Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one...
-
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...
-
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.
-
This meta-analysis examines the inconsistent findings across experimental studies that compared children’s learning outcomes with digital and paper books. We quantitatively reviewed 39 studies reported in 30 articles (n = 1,812 children) and compared children’s story comprehension and vocabulary learning in relation to medium (reading on paper versus on-screen), design enhancements in digital books, the presence of a dictionary, and adult support for children aged between 1 and 8 years. The...
-
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on...
-
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners,...
-
Based on systematic research of studies published since the year 2000, this comprehensive metaanalysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k ¼ 92) compared learning outcomes of students using digital tools to those of a control group taught without the use of digital tools. Overall, digital tool use had a positive effect on student learning outcomes (g ¼ 0.65, p < .001). The provision of...
-
A meta-analysis was conducted on the effects of computer-supported early literacy interventions (strict phonological awareness training, combined phonological awareness and letter training, and use of e-books) on phonological-awareness (syllabic awareness, word blending, rhyme, phoneme awareness) and reading-related skills (concept about print, letter knowledge, decoding, spelling) across different languages in preschool and kindergarten since 1995. A total of 59 studies were identified with a...
-
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...
-
This research aims to investigate the effect of computer-based teaching (CBT) on students’ academic success. The research used a meta-analytic method to reach a general conclusion by statistically calculating the results of a number of independent studies. In total, 78 studies (62 master’s theses, 4 PhD theses, and 12 articles) concerning this issue were researched based on the literature review of the articles and theses which involved pre-test and post-test control groups and were...
-
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...
-
In this meta-analysis, we investigated the effects of methods for providing item-based feedback in a computer-based environment on students’ learning outcomes. From 40 studies, 70 effect sizes were computed, which ranged from −0.78 to 2.29. A mixed model was used for the data analysis. The results show that elaborated feedback (EF; e.g., providing an explanation) produced larger effect sizes (0.49) than feedback regarding the correctness of the answer (KR; 0.05) or providing the correct...
-
The present meta-analysis challenges the notion that young children necessarily need adult scaffolding in order to understand a narrative story and learn words as long as they encounter optimally designed multimedia stories. Including 29 studies and 1272 children, multimedia stories were found more beneficial than encounters with traditional story materials that did not include the help of an adult for story comprehension (g+ = 0.40, k = 18) as well as vocabulary (g+ = 0.30, k = 11). However,...
-
Identifying effective literacy instruction programs has been a focal point for governments, educators and parents over the last few decades (Ontario Ministry of Education, 2004, 2006; Council of Ontario Directors of Education, 2011). Given the increasing use of computer technologies in the classroom and in the home, a variety of information communication technology (ICT) interventions for learning have been introduced. Meta-analyses comparing the impact of these programs on learning,...
Explore
Outcome measure
- Attitudes (3)
- Behaviour (4)
- Learning
- Motivation (3)
- Socio-emotional learning (2)
Instructional domain (subject)
- Computing (3)
- Languages (3)
- Literacy (19)
- Mathematics (15)
- Multiple (19)
- Science (11)
- Social Studies (5)
- STEM (4)
Education Level and Type
- ECE 0-7 (11)
- High school 16-18 (7)
- Informal education (3)
- K-12 (29)
- Middle school (3)
- Primary 7-10 (15)
- Secondary 11-16 (11)
- Tertiary (16)
Groups of students
- _No mention (7)
- At-risk (6)
- EAL (7)
- Examination years (2)
- Gifted students (1)
- Learning difficulties (8)
- Low-performing (10)
- Low socio-economic status (9)
- SEND (12)
- typically-developing students (3)
School or home
- _No mention (7)
- Home (3)
- Mixture (5)
- School (30)
Moderating variables
- __ no obvious moderating variables (7)
- Assessments (3)
- Attainment level of students (2)
- Class size (1)
- Country / culture (2)
- Design-type/ testing instruments (12)
- Ethnicity (1)
- Feedback (3)
- Gender (2)
- Grade/education level (10)
- Implementation fidelity (1)
- IQ (1)
- Length of time (22)
- Multiple exposures (5)
- Novelty Effect (5)
- Parent/carer involvement (2)
- Peer involvement/group learning (8)
- School-level factors (4)
- SEND (2)
- Student characteristics (6)
- Subject (6)
- Teacher involvement (15)
- Teacher pedagogy/implementation (4)
- Teacher professional development (4)
- Tech structure (8)
- Type of instruction methods (student/teacher centered) (7)
- Type of knowledge or task (exposing, procedural, active, etc (7)
Tech Hardware
- CD ROM/ DVD (3)
- Computer (35)
- E-book hardware - e.g. kindle (4)
- Handheld device (4)
- Interactive whiteboards (2)
- Internet (4)
- Laptops (1)
- Mobile/Smartphone (3)
- Multimedia (1 or more) (16)
- Radio (1)
- Tablet (4)
- Touch-screen (2)
- TV (2)
Tech Software
- Audio books (3)
- Augmented Reality (2)
- Building blocks (1)
- Clicker-integrated instruction (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (23)
- Computer-Based Teaching (CBT) (8)
- Digital Media (audiovisuals) (7)
- Dynamic Geometry Software (1)
- E-book software (8)
- Game learning (11)
- General apps (10)
- Graphic organisers/Visualisations (7)
- Intelligent Tutoring (1)
- LMS (2)
- Robotics (1)
- Serious games (2)
- Simulations (7)
- Tutorials (3)
- Virtual manipulatives (3)
- Virtual Reality (5)
- Word processor (3)
Tech mechanism
- _No mention (11)
- Cooperative learning (e.g. discussion areas) (3)
- Direct instruction (2)
- Drill and practice (3)
- Feedback (13)
- Gamification (8)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (11)
- Multimedia effects (3)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (9)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (10)
- Blended learning (6)
- Classroom learning (28)
- Remote learning (4)
Teacher Pedagogy
- _No mention (12)
- Collaboration (6)
- Feedback (4)
- Game-based learning (4)
- Group learning (10)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (5)
- Project-based learning (1)
- Scaffolding (9)
- Self-paced (no teacher) (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (13)
- LMIC (middle/low) (2)
- Mixture or unknown (34)
Quality of research
- High: 6+ (34)
- Low: 3 or below (2)
- Medium: 4 or above (15)