Effects of digital game-based STEM education on students' learning achievement: A meta-analysis

LH Wang, B Chen, GJ Hwang, JQ Guan… - International Journal of …, 2022‏ - Springer
Many researchers have explored the impact of digital games on learning effects in different
STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game …

[HTML][HTML] Diverse approaches to learning with immersive Virtual Reality identified from a systematic review

M Won, DAK Ungu, H Matovu, DF Treagust… - Computers & …, 2023‏ - Elsevier
To investigate how learning in immersive Virtual Reality was designed in contemporary
educational studies, this systematic literature review identified nine design features and …

A historical review of collaborative learning and cooperative learning

X Yang - TechTrends, 2023‏ - Springer
Collaborative learning and cooperative learning are two separate approaches developed
independently by two groups of scholars around the same period of time in the 1960 and …

[HTML][HTML] Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact

HY Chang, T Binali, JC Liang, GL Chiou… - Computers & …, 2022‏ - Elsevier
Augmented reality (AR) continues to show its impact in education. While systematic review
and meta-analysis studies have synthesized the evidence of this impact, most of them did …

[HTML][HTML] Facilitating flexible learning by replacing classroom time with an online learning environment: A systematic review of blended learning in higher education

C Müller, T Mildenberger - Educational research review, 2021‏ - Elsevier
Higher education institutions are trying to provide more flexibility and individualization,
which is mainly realized through the use of new technologies and implemented in online or …

Fostering computational thinking through unplugged activities: A systematic literature review and meta-analysis

P Chen, D Yang, AHS Metwally, J Lavonen… - International Journal of …, 2023‏ - Springer
Unplugged activities as a low-cost solution to foster computational thinking (CT) skills seem
to be a trend in recent years. However, current evidence of the effectiveness of unplugged …

Digital higher education: a divider or bridge builder? Leadership perspectives on edtech in a COVID-19 reality

M Laufer, A Leiser, B Deacon… - International Journal of …, 2021‏ - Springer
The edtech community has promoted claims that digital education enhances access,
learning, and collaboration. The COVID-19 pandemic tested these claims like never before …

[HTML][HTML] The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis

D Hillmayr, L Ziernwald, F Reinhold, SI Hofer… - Computers & …, 2020‏ - Elsevier
Based on systematic research of studies published since the year 2000, this comprehensive
meta-analysis investigated how the use of technology can enhance learning in secondary …

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

S Bai, KF Hew, B Huang - Educational research review, 2020‏ - Elsevier
Despite the buzz around gamification as an exciting new method to engage students,
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …

Technology-enabled remote learning during COVID-19: Perspectives of Australian teachers, students and parents

LA Ewing, HB Cooper - Technology, pedagogy and education, 2021‏ - Taylor & Francis
The majority of Australian students learned remotely in term two (April–June 2020), in
response to state government directives to close schools during the 'first wave'of Covid-19 …