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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...
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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,...
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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...
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This meta-analysis maps the evidence on the effectiveness of instructional approaches and conditions for learning computer programming under three study conditions: (a) Studies focusing on the effectiveness of programming interventions per se, (b) studies focusing on the effectiveness of visualization and physicality, and (c) studies focusing on the effectiveness of dominant instructional approaches. Utilizing the data from 139 interventions and 375 effect sizes, we found (a) a strong effect...
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Outcome measure
- Learning (4)
Instructional domain (subject)
- Computing (2)
- Languages (1)
- Literacy (1)
- Mathematics (3)
- Multiple (3)
- Science (3)
- Social Studies (2)
- STEM (2)
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- K-12 (1)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (3)
- Tertiary (1)
Groups of students
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- Gifted students (1)
- typically-developing students (2)
School or home
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- Home (1)
Moderating variables
Tech Hardware
- Computer (1)
- Handheld device (1)
- Multimedia (1 or more)
- Tablet (1)
- Touch-screen (1)
Tech Software
- Game learning (3)
- General apps
- Serious games (1)
- Simulations (2)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
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Learning Approach
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- Classroom learning (1)
Teacher Pedagogy
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- Group learning (1)
Research methods
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- HIC (high income) (2)
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Quality of research
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- Medium: 4 or above (2)
Geography if specific
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