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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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Outcome measure
- Behaviour (1)
- Learning (3)
- Motivation (2)
Education Level and Type
- K-12 (1)
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary (1)
Groups of students
- At-risk (1)
- EAL (2)
- Learning difficulties (1)
- Low-performing (1)
- Low socio-economic status (2)
Moderating variables
- Design-type/ testing instruments (1)
- Ethnicity (1)
- Gender (1)
- Grade/education level (1)
- Length of time (1)
- SEND (1)
- Teacher involvement (2)
Tech Hardware
- Computer (2)
- Handheld device (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
Tech Software
- Computer-Assisted Instruction (CAI) (1)
- Game learning (1)
- General apps (1)
- LMS (1)
- Serious games (1)
- Simulations (1)
- Virtual Reality (1)
- Word processor (1)
Tech mechanism
Learning Approach
- Classroom learning (2)
- Remote learning (1)
Teacher Pedagogy
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (2)
- Medium: 4 or above (1)