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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...
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This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this meta-analysis. Consistent with previous reviews, this study suggested a statistically significant and positive effect of CT ([Formula: see...
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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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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...
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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...
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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...
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There is no questioning that the way people live, interact, communicate, and conduct business is undergoing a profound, rapid change. This change is often referred to as the “digital revolution,” which is the advancement of technology from analog, electronic and mechanical tools to the digital tools available today. Moreover, technology has begun to change education, affecting how students acquire the skill sets needed to prepare for college and a career and how educators integrate digital...
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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...
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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,...
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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,...
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This report presents an overview of the process and initial findings of a systematic review and meta-analysis of the literature on computer simulations for K–12 science, technology, engineering, and mathematics (STEM) learning topics. Both quantitative and qualitative research studies on the effects of simulation in STEM were reviewed. Studies that reported effect size measures or the data to calculate effect sizes were included in the meta-analysis. Important moderating factors related to...
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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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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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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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Outcome measure
- Attitudes (3)
- Behaviour (4)
- Engagement (1)
- Learning (40)
- Motivation (2)
- Qualification (1)
- Socio-emotional learning (3)
Instructional domain (subject)
- Computing (3)
- Languages (2)
- Literacy (13)
- Mathematics (12)
- Multiple (15)
- Science (8)
- Social Studies (3)
- STEM (1)
Education Level and Type
- ECE 0-7 (8)
- High school 16-18 (6)
- Informal education (3)
- K-12 (28)
- Middle school (3)
- Primary 7-10 (12)
- Secondary 11-16 (10)
- Tertiary (14)
Groups of students
- _No mention (4)
- At-risk (5)
- EAL (5)
- Examination years (2)
- Learning difficulties (6)
- Low-performing (9)
- Low socio-economic status (7)
- SEND (12)
- typically-developing students (2)
School or home
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Moderating variables
- __ no obvious moderating variables (7)
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- Attainment level of students (2)
- Design-type/ testing instruments (13)
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- Multiple exposures (3)
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- Teacher pedagogy/implementation (1)
- Teacher professional development (4)
- Tech structure (5)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- Assistive Devices for SEND (1)
- CD ROM/ DVD (4)
- Computer
- E-book hardware - e.g. kindle (1)
- Handheld device (4)
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- Interactive whiteboards (2)
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Tech Software
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- Building blocks (1)
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- Computer-Assisted Instruction (CAI) (22)
- Computer-Based Teaching (CBT) (8)
- Digital Media (audiovisuals) (7)
- E-book software (4)
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- Simulations (8)
- Tutorials (3)
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- Virtual Reality (4)
- Word processor (2)
Tech mechanism
- _No mention (12)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (12)
- Gamification (6)
- Instructional supports/Demos: worked out examples (9)
- Multimedia effects (3)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (9)
Learning Approach
- _No mention (9)
- Blended learning (4)
- Classroom learning (22)
- Remote learning (5)
Teacher Pedagogy
- _No mention (9)
- Collaboration (5)
- Feedback (5)
- Flipped classroom (1)
- Game-based learning (5)
- Group learning (5)
- Individualised (1)
- Peer learning (3)
- Project-based learning (1)
- Scaffolding (7)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (11)
- LMIC (middle/low) (3)
- Mixture or unknown (30)
Quality of research
- High: 6+ (28)
- Low: 3 or below (2)
- Medium: 4 or above (10)
Geography if specific
- _no mention (9)
- Israel (1)
- Mixture (2)
- Taiwan (1)
- The Netherlands (1)
- Turkey (2)
- UK (1)
- USA (4)