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Deborah Cockerham – Educational Technology Research and Development, 2024
The rapid growth in digital technologies continues to accelerate, bringing not only new opportunities, but also new challenges and needs to the field of education. As educational technologists design research to improve the implementation of learning technologies, they must adapt their research approaches to social and cultural contexts. In…
Descriptors: Technological Advancement, Educational Technology, Participatory Research, Action Research
Katlynn Dahl-Leonard; Colby Hall; Delanie Peacott – Educational Technology Research and Development, 2024
Technology to support student learning has become increasingly prevalent in schools and homes during the last few decades. Several recent reviews have examined aspects of technology-based literacy instruction, but they have not focused on the full array of literacy skills that can be addressed during technology-delivered instruction for elementary…
Descriptors: Meta Analysis, Literacy Education, Kindergarten, Elementary School Students
Suping Yi; Wenye Li; Yanyan Zhang; Rustam Shadiev – Educational Technology Research and Development, 2025
The purpose of the present study was to analyze the impact of technology on student foreign language learning, as it has been widely used to enhance language instruction over the past few decades. This multivariate meta--meta-analysis study aimed to examine the effects of technology on various aspects of language learning, including listening,…
Descriptors: Second Language Instruction, Second Language Learning, Meta Analysis, Language Skills
Ritzhaupt, Albert D.; Huang, Rui; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2021
The purpose of this study was to examine the effects of gamification used in formal educational settings on student affective and behavioral outcomes. Using systematic procedures to identify and screen the manuscripts across 18 academic databases, we identified 13 studies with behavioral outcomes and 19 studies with affective outcomes employing…
Descriptors: Meta Analysis, Game Based Learning, Outcomes of Education, Affective Behavior
Havard, Byron; Podsiad, Megan – Educational Technology Research and Development, 2020
The integration of wearables in education environments to enhance teaching and learning is an emerging area of research. However, many studies lack the rigor of formal research designs and results are inconclusive. The purpose of this meta-analysis was to examine the overall effect of wearable use on learning and motivation outcomes and describe…
Descriptors: Technology Integration, Assistive Technology, Learning Motivation, Outcomes of Education
Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
Darabi, Aubteen; Arrington, Thomas Logan; Sayilir, Erkan – Educational Technology Research and Development, 2018
The authors searched five scholarly databases for a decade of research publications examining learning from failure as an instructional strategy. Out of 187 publications, 62 were found to be relevant to the topic from which only 12 used experimental design to examine the issue and reported statistics appropriate for meta-analysis. The studies also…
Descriptors: Academic Failure, Meta Analysis, Teaching Methods, Learning Processes
Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
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…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
Huang, Rui; Ritzhaupt, Albert D.; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2020
Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on…
Descriptors: Game Based Learning, Educational Games, Outcomes of Education, Meta Analysis
Tondeur, Jo; van Braak, Johan; Ertmer, Peggy A.; Ottenbreit-Leftwich, Anne – Educational Technology Research and Development, 2017
This review was designed to further our understanding of the link between teachers' pedagogical beliefs and their educational uses of technology. The synthesis of qualitative findings integrates the available evidence about this relationship with the ultimate goal being to facilitate the integration of technology in education. A meta-aggregative…
Descriptors: Teacher Attitudes, Technology Uses in Education, Technology Integration, Meta Analysis
Hsu, Yu-Chang; Hung, Jui-Long; Ching, Yu-Hui – Educational Technology Research and Development, 2013
This study applied text mining methods to examine the abstracts of 2,997 international research articles published between 2000 and 2010 by six journals included in the Social Science Citation Index in the field of Educational Technology (EDTECH). A total of 19 clusters of research areas were identified, and these clusters were further analyzed in…
Descriptors: Educational Technology, Educational Research, Educational Trends, International Studies