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Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Ryan Angga Pratama – Discover Education, 2025
This meta-analysis study evaluates the effectiveness of research and development (R&D) of Android-based educational games in enhancing students' mathematical reasoning and its moderating factors. From 13 primary studies that met the inclusion criteria, analysis using R Studio (Meta Package) and the Random Effects Model (REM) showed an overall…
Descriptors: Research and Development, Handheld Devices, Educational Games, Computer Games
Jing, Mengguo; Ye, Ting; Kirkorian, Heather L.; Mares, Marie-Louise – Child Development, 2023
This meta-analysis synthesizes research on media use in early childhood (0-6 years), word-learning, and vocabulary size. Multi-level analyses included 266 effect sizes from 63 studies (N[subscript total] = 11,413) published between 1988-2022. Among samples with information about race/ethnicity (51%) and sex/gender (73%), most were majority…
Descriptors: Meta Analysis, Effect Size, Preschool Children, Race
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
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
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…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
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…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Wouters, Pieter; van Oostendorp, Herre – Computers & Education, 2013
Computer games can be considered complex learning environments in which players require instructional support to engage in cognitive processes such as selecting and actively organizing/integrating new information. We used meta-analytical techniques to test if instructional support enhances learning in game-based learning (k = 107, N[subscript adj]…
Descriptors: Cognitive Processes, Meta Analysis, Computer Games, Effect Size
Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
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…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
Turgut, Sedat; Temur, Özlem Dogan – International Electronic Journal of Elementary Education, 2017
In this research, the effects of using game in mathematics teaching process on academic achievement in Turkey were examined by metaanalysis method. For this purpose, the average effect size value and the average effect size values of the moderator variables (education level, the field of education, game type, implementation period and sample size)…
Descriptors: Educational Games, Teaching Methods, Mathematics Achievement, Meta Analysis
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task

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