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Serious games have become increasingly available to educators. Empirical studies and meta-analyses have examined their impact on learning achievement. However, natural sciences could have a special relation to serious games by their systematic use of quantitative and predictive models that can generate microworlds and simulations. Since no known meta-analysis on serious games observed a significant impact in the specific context of science learning, the present meta-analysis synthesised...
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The flipped classroom instructional strategy is thought to be a good way to structure learning experiences to improve student learning outcomes. Many studies have been conducted to examine the effects of flipped classroom on student learning outcomes compared to the traditional classroom, but the results were inconclusive. The purpose of this study was to examine the overall effect of the flipped classroom instructional strategy on student learning outcomes in relation to a set of moderating...
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Several studies show that using technology as an intervention tool in mathematics influences student outcomes, motivation to learn, and attitude about learning. However, no meta-analysis exists that examines all three of these characteristics combined along with several facets of the interventions. Understanding how motivation and attitude changes and influences student learning when technology is involved is essential in effectively using technology to enhance mathematical achievement. The...
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The goal of this paper is to report on a meta-analysis about the effects of Computer-Supported Collaborative Learning (CSCL) in STEM education. The analysis is based on 316 outcomes from 143 studies that examined the effects of CSCL published between 2005 and 2014. Our analysis showed that the overall effect size of STEM CSCL was 0.51, a moderate but notable effect size in educational research. The effect was greatest on process outcomes, followed by knowledge outcomes, and affective...
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The aimed of this study was to examine how much are the effects of using realia media in increasing science learning outcomes of elementary school students with meta-analysis design. Metaanalysis is a secondary analysis after other researchers have done their own analyses, allowing the meta-analyzer to go beyond what had been accomplished in the past. Steps of meta-analysis are formulating a problem for meta-analysis, searching literature, evaluating literature, statistically analyzing...
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In this meta-analysis, we tested the claim that learning how to program a computer improves cognitive skills even beyond programming. The results suggested that students who learned computer programming outperformed those who did not in programming skills and other cognitive skills, such as creative thinking, mathematical skills, metacognition, and reasoning. Learning computer programming has certain cognitive benefits for other domains.
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Technological integration in learning and education is an inevitable part of the ever-changing technological world. Leveraging technology is an essential part of every learning mode. While digital technology is increasing common in schools and classrooms, finding ways to improve its impact on student learning remains a challenge for researchers and practitioners. The purpose of the study is to explore and highlight recent key literature addressing the problem of how to most effectively...
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This meta‐analysis investigated the effects of learning video games on mathematics achievement of PreK‐12th‐grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally significant overall effect (dRE ¼ 0:13; p ¼ :02) suggested that mathematics video games contributed to higher learning gains as compared with...
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This meta-analysis examined the effectiveness of improving reading comprehension for students in K-12 classrooms using intelligent tutoring systems (ITSs), a computer-based learning environment that provides customizable and immediate feedback to the learner. Nineteen studies from 13 publications incorporating approximately 10 000 students were included in the final analysis; using robust variance estimation to account for statistical dependencies, the 19 studies yielded 88 effect size...
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Because of the continuous stream of touchscreen apps that are claimed to be educational and the increasing use of touchscreen devices in early childhood, considerable attention is being paid to the effect of touchscreens on young children’s learning. However, the existing empirical findings in young child samples are not consistent. In this meta-analysis we tested the overall effect of touchscreen devices on young children’s (0- to 5-year-olds) learning performance, as well as moderators of...
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Teacher coaching has emerged as a promising alternative to traditional models of professional development. We review the empirical literature on teacher coaching and conduct meta-analyses to estimate the mean effect of coaching programs on teachers? instructional practice and students? academic achievement. Combining results across 60 studies that employ causal research designs, we find pooled effect sizes of 0.49 standard deviations (SD) on instruction and 0.18 SD on achievement. Much of...
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The ubiquity, flexibility, ease of access and diverse capabilities of mobile technologies make them valuable and a necessity in current times. However, they are under-utilized assets in mathematics and science school education. This article analyses the high quality empirical evidence on mobile learning in secondary school science and mathematics education. Our study employed a Systematic Literature Review (SLR) using well-accepted and robust guidelines. The SLR resulted in the detailed...
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Understanding the effects of action video game play is essential given that (a) a large number of individuals regularly spend many hours on these types of games, and (b) proponents are offering suites of video games that are claimed to change behavior or enhance cognition. The 2 meta-analyses in this paper present the current status of this field, concluding that playing action video games has some positive effects on improving cognitive skills. This review also identifies some limitations of current research.
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Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students’ motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for mathematics learning, (b) examines the overall effect size of DGBL on K-12 students’ achievement in mathematics learning, and (c) discusses future...
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This study presents the results of a meta-analytic study about the effects of digital gamebased learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q 5 5.857, df 5 1, p 5 .016), but not with learners’ age (Q 5 0.906, df 5 1, p 5 .341) or linguistic background (Q 5 0.0001, df 5 1, p 5 .994). In light of the research findings, Csikszentmihalyi’s (1990) Flow Theory was adopted to theorize the role of...
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With the increasing dominance of digital reading over paper reading, gaining understanding of the effects of the medium on reading comprehension has become critical. However, results from research comparing learning outcomes across printed and digital media are mixed, making conclusions difficult to reach. In the current meta-analysis, we examined research in recent years (2000–2017), comparing the reading of comparable texts on paper and on digital devices. We included studies with...
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The potential benefits of integrating technology into mathematics instruction (ITMI) have been claimed, however research results comparing the effects of ITMI and other types of instruction in Taiwan are conflicting. In this study, a meta-analysis was performed to investigate the effect of ITMI on elementary schoolers’ academic achievement in Taiwan. we collected 164 studies which were published in Taiwan between 1993 and 2017. The research method used is the meta-analytic approach suggested by...
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This systematic literature review analysed the content, focus, provision, and effects of support (scaffolds) in computer environments with regard to secondary school students' reading comprehension outcomes. The relevant search terms yielded many hits (period 2000–2017); however, intervention studies regarding reading comprehension of expository texts in computer environments seemed to be rather scarce. A careful analysis of these studies revealed that most of them provided cognitive support...
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The existing studies suggest that if technology is interwoven comprehensively into pedagogy, it can act as a powerful tool for effective learning of the elementary students. This study conducted the meta-analysis by integrating the quantitative findings of 122 peer-reviewed academic papers that measured the impact of technology on learning effectiveness of elementary students. The results confirmed that the technology has a medium effect on learning effectiveness of elementary students....
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