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The present review examines research on the effects of educational technology applications on mathematics achievement in K-12 classrooms. Unlike previous reviews, this review applies consistent inclusion standards to focus on studies that met high methodological standards. In addition, methodological and substantive features of the studies are investigated to examine the relationship between educational technology applications and study features. A total of 74 qualified studies were included...
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We performed searches in referenced databases such as ScienceDirect and PubMed for articles published from 2007 to 2011 in scientific journals or as proceedings of conferences and symposia and relating primarily to the fields of cognitive science, psychology, human–computer interaction and education, but also other scientific fields such as medicine or engineering in which training has been performed using SGs or VGs.
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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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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...
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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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This study reviews recently published scientific literature on the use of robotics in schools, in order to: (a) identify the potential contribution of the incorporation of robotics as educational tool in schools, (b) present a synthesis of the available empirical evidence on the educational effectiveness of robotics as an educational tool in schools, and (c) define future research perspectives concerning educational robotics. After systematically searching online bibliographic databases, ten...
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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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Interactive cognitive complexity theory suggests that simulation games are more effective than other instructional methods because they simultaneously engage trainees’ affective and cognitive processes (Tennyson & Jorczak, 2008). Meta-analytic techniques were used to examine the instructional effectiveness of computer-based simulation games relative to a comparison group (k= 65, N= 6,476). Consistent with theory, posttraining self-efficacy was 20% higher, declarative knowledge was 11%...
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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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Outcome measure
- Attitudes (3)
- Behaviour (6)
- Engagement (3)
- Learning (68)
- Motivation (5)
- Qualification (1)
- Socio-emotional learning (3)
Instructional domain (subject)
- Computing (5)
- Languages (3)
- Literacy (22)
- Mathematics (21)
- Multiple (29)
- Physical activity (1)
- Science (13)
- Social Studies (6)
- STEM (5)
Education Level and Type
- ECE 0-7 (14)
- High school 16-18 (12)
- Informal education (6)
- K-12 (38)
- Middle school (6)
- Primary 7-10 (21)
- Secondary 11-16 (16)
- Tertiary (23)
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 (10)
- SEND (15)
- typically-developing students (4)
School or home
- _No mention (7)
- Home (5)
- Mixture (7)
- School (33)
Moderating variables
- __ no obvious moderating variables (8)
- Assessments (4)
- Attainment level of students (2)
- Class size (1)
- Country / culture (3)
- Design-type/ testing instruments (15)
- Ethnicity (1)
- Feedback (3)
- Gender (3)
- Grade/education level (15)
- Implementation fidelity (1)
- IQ (1)
- Length of time (25)
- Multiple exposures (7)
- Novelty Effect (5)
- Parent/carer involvement (2)
- Peer involvement/group learning (8)
- School-level factors (4)
- SEND (3)
- Socio-economic status (1)
- Student characteristics (7)
- Subject (8)
- Teacher involvement (18)
- 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 (41)
- 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) (25)
- Computer-Based Teaching (CBT) (10)
- Digital Media (audiovisuals) (8)
- Dynamic Geometry Software (1)
- E-book software (8)
- Game learning (16)
- General apps (13)
- Graphic organisers/Visualisations (7)
- Intelligent Tutoring (3)
- LMS (4)
- Robotics (1)
- Serious games (4)
- 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 (16)
- Gamification (13)
- Graphic modelling (2)
- Instructional supports/Demos: worked out examples (12)
- 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 (30)
- Remote learning (6)
Teacher Pedagogy
- _No mention (13)
- Collaboration (8)
- Feedback (7)
- Flipped classroom (1)
- Game-based learning (8)
- 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) (17)
- LMIC (middle/low) (3)
- Mixture or unknown (41)
Quality of research
- High: 6+ (36)
- Low: 3 or below (3)
- Medium: 4 or above (21)
Geography if specific
Publication year
- Between 1900 and 1999 (1)
- Between 2000 and 2024 (113)