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A SYSTEMATIC MAPPING OF THE EFFECTS OF ICT
ON LEARNING OUTCOMES
KONRAD MORGAN, MADDY MORGAN, LOTTA JOHANSSON & ERIK RUUD
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KNOWLEDGE CENTER FOR EDUCATION
Drammensveien 288, 0283 Oslo
Adress: Postboks 564, NO-1327 Lysaker
ISBN: 978-82-12-03560-7
Referance number: KSU 4/2016
Published: November 2016
Photo: Shutterstock
TITLE: Morgan, K., Morgan, M., Johansson, L.
& Ruud, E. (2016). A systematic mapping of the
effects of ICT on learning outcomes. Oslo.
Knowledge Center for Education. www.
kunnskapssenter.no
Rights: © 2016 Kunnskapssenter for
utdanning, Norges Forskningsråd, Oslo.
KNOWLEDGE CENTER FOR EDUCATION:
PHONE:
+47 22 03 70 00
E-MAIL:
[email protected]
WEBPAGE:
www.kunnskapssenter.no
FACEBOOK:
kunnskapssenter
TWITTER:
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CONTENT
Executive summary:
ICT Effects on Educational Outcomes
......................................................................................................................
2
1. Introduction
....................................................................................................................................................................................
3
1.1 Technology and educational policy
..........................................................................................................................
3
1.2 Expectations of ICT in education
.............................................................................................................................
3
1.3 Expansion of ICT in education
...................................................................................................................................
4
1.4 Effect on learning outcomes
..........................................................................................................................................
5
1.5 Why a systematic mapping is needed
.....................................................................................................................
5
1.6 How this report is structured
.........................................................................................................................................
5
2. Method
.................................................................................................................................................................................................
6
2.1 Systematic research mapping
.........................................................................................................................................
6
2.2 Topic for the research mapping
..................................................................................................................................
6
2.3 Databases
........................................................................................................................................................................................
7
2.4 Search String
..................................................................................................................................................................................
7
2.5 Screening of studies for inclusion and exclusion
..........................................................................................
7
2.6 Mapping
..........................................................................................................................................................................................
8
2.7 Explanations of the use of effect sizes
.....................................................................................................................
8
3. Educational technology
......................................................................................................................................................
9
3.1 Technological devices
............................................................................................................................................................
9
3.1.1 Desktop computer systems
.........................................................................................................................................
9
3.1.2 Mobile device systems
.................................................................................................................................................
11
3.1.3 Game based systems
.......................................................................................................................................................
13
3.2 Design features
.........................................................................................................................................................................
15
3.2.1 Intelligent tutoring systems
.....................................................................................................................................
15
3.2.2 System design features
..................................................................................................................................................
16
4. Pedagogical aspects of teaching and learning with ICT
................................................................
19
4.1 Blended learning
.....................................................................................................................................................................
19
4.2 Assessment and feedback
................................................................................................................................................
20
4.3 Educational psychology, ICT and learning
..................................................................................................
22
5. Conclusions
..................................................................................................................................................................................
24
5.1 Positive but small impact
................................................................................................................................................
24
5.2 Instruction and human support
.............................................................................................................................
24
5.3 Teachers and technology
..................................................................................................................................................
25
5.4 Reasons to interpret effects of ICT on learning with care
................................................................
25
5.5 Knowledge gaps
.......................................................................................................................................................................
26
References
..............................................................................................................................................................................................
27
APPENDIX 1: Search String
.............................................................................................................................................
29
APPENDIX 2: Inclusion and exclusion
...............................................................................................................
30
APPENDIX 3: Effect sizes
....................................................................................................................................................
31
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EXECUTIVE SUMMARY:
ICT EFFECTS ON EDUCATIONAL OUTCOMES
Since the first use of computers in classrooms in
the 1960’s there has been significant interest from
educational stakeholders in determining answers to
some fundamental questions about how Information
and Communications Technology (ICT) impacts
educational outcomes. Specifically:
Does ICT provide a positive influence on
academic performance and if it does are there
subjects or disciplines that are more strongly
influenced or less strongly influenced than
others?
Does ICT improve the effectiveness of the
learning process and if it does what aspects
of ICT make the strongest improvements on
learning?
This systematic mapping of research in the field
shows that so far, these questions cannot be answered
as clearly and consistently as policy makers and
practitioners might hope. The systematic mapping
provides a summary of rigorous empirical studies
in the fields of educational ICT to determine the
causal effect of the use of ICTs on students’ learning
outcomes.
Many of the 30 included studies are systematic
reviews and meta-analyses. The total number of
studies included in this mapping review exceeds
1900, spanning several decades. Studies were
assessed on quality and relevance and categorized
under three broad themes with subcategories:
While few studies document convincing effects of
ICT on students’ learning outcome, an analysis across
studies shows a consistent, but small positive impact
from the use of ICT in classroom settings. Although
some research has reported large Effect Sizes (ES)
(>> +2,0) from novel technology implementations,
the more rigorous meta-analyses of large scale
randomized control studies, consistently reports ES’s
in the range of +0,1 to +0,3. The most important
finding being that the highest ES’s from such
comprehensive and rigorous analyses are associated
with studies where ICT has been implemented
as a planned part of a comprehensive teaching
environment with clear goals, teaching plans,
teaching materials, supporting technical resources,
teacher training and development. In such a context
the improvements associated with ICT in education
are to be viewed as part of a broader improvement in
the educational environment and not just as a single
technology.
Educational technology
Design features
Pedagogical aspects of teaching
and learning with ICT
Blended learning
Assessment and feedback
Educational psychology
Desktop Computer systems
Mobile device systems
Game based systems
Intelligent tutoring systems
System design features
Table 1: The themes and subcategories of the report.
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1. INTRODUCTION
1.1 TECHNOLOGY AND EDUCATIONAL POLICY
Over the last decades, our daily lives are increasingly
influenced by information and communication
technology (ICT). However, whilst society at large has
experienced extensive changes due to technological
development, the OECD reports concerns that
institutionalized education appears to be lagging
behind in this development (OECD 2015
1
).
Previously, ICT was regarded as a potential online
resource for broadening access to higher education
2
.
More recently, however, this development trend has
been accompanied by a strong belief in technology’s
inherent potential for transformational educational
practice and improved student learning.
ICTs encompass a set of devices, tools, modalities,
programs, etc. expected to strengthen the educational
context. At the same time ICT, and the employment
of ICTs, represents a skill in itself. As digital skills
become increasingly important in all domains of
society, formal education represents an essential
arena for developing a digitally native generation,
equipped with these desirable
STRUCTURAL
Democratic
competencies, and ready for the labor market
(OECD 2015)
3
. Digital skills were promoted as
one among five basic skills (along with reading,
writing, arithmetic and oral skills) in the Norwegian
National Curriculum for Knowledge Promotion
in Primary and Secondary Education and Training
from 2006. This challenges traditional educational
provision and instructional practices, a development
trend further emphasized with the launch of White
Paper 28 (2015-2016)
4
.
This mapping of research is undertaken to state
whether ICTs contribute to improving students’
learning outcome. The intention is to supplement
the existing knowledge base about technology use
in education by asking: What may – realistically –
be expected from introducing digital technology in
educational settings?
1.2 EXPECTATIONS OF ICT IN EDUCATION
These are among the most commonly mentioned
expectations on the use of technology in education:
Digital skills are essential in contemporary society and, as OECD conclude, also
in the labour market. 21 century citizens must master technology, both with
regards to digital literacy and the technology itself. Formal education has a key
role in developing digitally literate population, preparing them for participation
in the increasingly complex information society.
Since classroom instruction demands presence, online education enhances
access and may contribute to improved equality in education.
Cost-effective
Technology is ubiquitous, and assumed to offer cost-effective alternatives to
traditional education. The prevailing question within this context is how much
of the traditional education can be replaced, without compromising teaching
quality, student performance or educational outcomes.
Table 2: Structural expectations of ICT in education.
1
OECD (2015),
Students, Computers and Learning: Making
the Connection,
PISA, OECD Publishing.
http://dx.doi.
org/10.1787/9789264239555-en
Means, B., Toyama, Y., Murphy, R., & Baki, M. (2013).
The effectiveness of online and blended learning: A meta-
analysis of the empirical literature. Teachers College Record,
115(3), 1-47.
2
3
OECD (2015),
OECD Skills Outlook 2015: Youth, Skills and
Employability,
OECD Publishing. http://dx.doi.
org/10.1787/9789264234178-en
Meld. St. nr. 28 (2015-2016)
Fag – fordypning – forståelse.
En fornyelse av Kunnskapsløftet
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PEDAGOGICAL
Increased
possibilities
Initially, ICT was expected to deliver content, but expectations on its inherent
potential have risen with the increasing complexity and capability of technology
(Schmid et al. 2014). Educational technology is currently regarded as something
that can add value to education in general; not as a replacement of existing
provision. Ed Tech is often designed to make possible what has been impossible
in traditional education, such as expanded classroom possibilities (e.g.
simulation-programs for medical training), self-regulated learning (students may
themselves via devices formulate e.g. learning criteria and assess each other),
greater possibilities for personalized learning (led, tutored and assessed by a
computer/other device).
Compared to traditional education, children, youths and adults are expected to
be engaged by technology (Edutainment). ICTs are subsequently assumed to
spur motivation for learning – thus influencing student attainment and
completion rates. Wide ranges of game based learning software (often defined
as serious games) and simulation based learning have been designed in order to
address this expectation.
Increased
motivation and
learning
Table 3: Pedagogical expectations of ICT in education.
Many of the included studies refer to such policy
expectations when stressing the importance of the
research field. As they are designed and conducted to
measure the causal effect of ICT based educational
interventions on students’ learning outcomes, they
provide little or no information about
how
the use
of technology in schools may support students’
development of digital skills or teachers’ digital
competence.
1.3 EXPANSION OF ICT IN EDUCATION
While there are many ways to map the expansion
of ICT in education, in the end it all comes down
to provision and use. The provision of technology
is an obvious prerequisite for the use of technology.
According to an OECD report from 2015, 99% of
the Norwegian students have access to a computer at
home (OECD 2015)
5
. In Norwegian schools, there
are on average three students for every two computers.
However, and with all kinds of technological devices
included, the provision of ICT in Norwegian schools
is widespread, making Norwegian schools among the
most technologically developed schools in the world
(OECD 2015
6
; European Commission 2013
7
).
The provision is, however, solely a prerequisite for
the effective employment of technological devices,
which appears to be a more complex topic.
5
OECD (2015),
Students, Computers and Learning: Making
the Connection,
PISA, OECD Publishing.
http://dx.doi.
org/10.1787/9789264239555-en
6
7
A report from the European Commission (2013
8
),
finds no correlations between the level of computer
provision in school and the frequency of use. Too
often, technological devices constitute unused
classroom resources. Thus, provision of technology
in classrooms is no guarantee of usage, and even less
for effective usage. The EC report also finds that
Norwegian teachers (especially at higher grades)
disagree about the relevance and positive impact
of the use of ICT, with regards to transversal
skills, higher order thinking skills, achievement,
motivation and collaborative work. Between 25-50
% of the Norwegian students in the 11
th
grade are
being taught by teachers who are skeptical towards
the educational potential in technology (European
Commission 2013
9
). The paradox is therefore that
while Norwegian schools are technologically well-
equipped, Norwegian teachers are among the most
technology-skeptical teachers in Europe. Based on
the identified gap between provision and frequency
of use, the report from the EU Commission
expresses a need for a policy shift. Having met
the goals for provision, the focus should be on
developing teachers’ competence in integrating ICT
in their teaching practice. Additionally, the use of
ICT in teaching needs the involvement and support
of all stakeholders, also by policy and strategies,
thus highlighting school leaders’ active engagement.
Several studies included in the mapping show
the potential inherent in integrating technology
in ordinary classroom instruction. For example,
ibid.
8
9
European Commission (2013). Survey of Schools: ICT in
Education. Benchmarking access, use and attitudes to
technology in Europe’s schools. European Commission.
ibid.
ibid.
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Bernard et al. (2014) investigated the effects of
blended learning (combination between ordinary
classroom instruction and online education) on
learning outcomes, and find that the effects almost
double when some kind of human interaction is
included, thus highlighting the inherent potential in
the social aspects of technology use in the classroom.
Archer et al. (2014) found that training and support
encourages increased use of technology and stresses
the importance of training and supporting teachers
on how to use technology in their classroom
instruction.
1.4 EFFECT ON LEARNING OUTCOMES
According to the OECD, the investment of ICT has
a weak; and sometimes even negative, correlation
with student performance. Even in computer-
specific tasks, such as digital reading, Norway scores
just above the OECD average. Based on the results
from PISA 2012 and supplementing research, the
report suggests that the increased access to computers
in itself does not lead to significant advances in
learning. When positive effects are registered, it is
restricted to certain outcomes as well as certain uses
of computers (OECD 2015, p. 163
10
). This report
finds that it is the context of use and not the digital
tool in itself which determine successful educational
outcomes.
1.5 WHY A SYSTEMATIC MAPPING IS NEEDED
This systematic mapping of the effects of ICT on
students’ learning outcome shows that the field is
inherently heterogenic and pervaded by conflicting
ideologies, influenced by many stakeholders and
agendas. Obviously, the nature of the topic creates
a field of research in constant flux, which makes it
hard to study. This is, however, a strong argument
for a mapping of research in the field and a
summary of research findings.
As this is a systematic mapping of the
effects
of ICT
on learning outcomes, the report includes studies
with the potential to measure effects; either as
single studies (designed as randomized controlled
trails or quasi-experimental studies), or as meta-
analyses and systematic reviews summarizing several
single studies with these designs. Studies aiming to
investigate causal effect can potentially answer
what
works-questions. Effect studies are not designed to
answer questions on
why
and
how
something works/
does not work. Hence, this systematic mapping can
potentially provide insights into the most effective
teaching interventions using technology.
1.6 HOW THIS REPORT IS STRUCTURED
After a brief introduction describing the provision
and use of technology in education, as well as the
expectations associated with it, the method of the
report is presented. The search is described, and
characteristics of a systematic mapping explained.
The effect sizes used in the report are explained
throughout the report. The two following chapters
present the results of the systematic mapping. The
first of these chapters present studies focusing mainly
on technological aspects of ICT in education, either
as devices or software. In the second chapter, the
focus is primarily on the pedagogical aspects of the
use of technology, investigating how technology can
enhance education practice and instruction, and
thus advance learning outcomes. In the final chapter,
overall features identified across the included studies
are described and discussed, in light of expectations
on the use of technology in education. Also,
knowledge gaps are presented.
This mapping is conducted to investigate if and how
ICT influences learning outcomes. All included
studies use variables on learning outcome and
student performance, but they define these variables
differently (academic achievement, cognitive skills,
physical skills, literacy etc.) and use various measures
(e.g. tasks, tests, grades). In general, studies trying
to investigate the impact of different kinds of
interventions on learning outcomes struggle with
documenting clear effects.
OECD (2015),
Students, Computers and Learning: Making
the Connection,
PISA, OECD Publishing.
http://dx.doi.
org/10.1787/9789264239555-en
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2. METHOD
2.1 SYSTEMATIC RESEARCH MAPPING
Systematic mapping is one among several formats
for systematically collecting, assessing, analyzing
and summarizing research. It can be used to describe
the current state of knowledge for a particular topic
or research field, but unlike a systematic review, a
mapping does not synthesize the research findings.
The format is particularly useful for policy-makers
and practitioners, as it covers the breadth of a theme
and gives an overview that is well suited to answer
their questions.
Methodology for systematic mapping was originally
developed by the Evidence for Policy and Practice
Information and Co-ordinating Centre (EPPI-
Centre)
11
. It has similarities with scoping studies
that aim to rapidly map the concepts underpinning
a research area and the main sources and types of
evidence available.
12
Systematic maps and coping
studies can be undertaken as stand-alone projects in
their own right, especially where the area is complex
or has not been reviewed comprehensively before.
13
Systematic mapping follows the same rigorous,
objective and transparent processes as do systematic
reviews, including extensive search strategies and
the fact that there is always more than one person
involved in each step of the mapping process. Study
results are often not included in systematic maps as
no synthesis of results is undertaken
14
. However,
there are cases when the authors have included data
relating to results in the mapping report
15
, as this
can be used to inform the synthesis step in a future
systematic review or it is perceived as beneficial
for the particular research theme. In this case, the
mapping includes studies measuring the effect of
educational technologies on learning outcomes, and
effect sizes reported in the studies are included in
the systematic mapping. The Norwegian Knowledge
Centre for Education has conducted this mapping
as a contribution to the ongoing debate about the
effect of digital technology on students’ learning
outcome.
This systematic mapping follows procedures
outlined for systematic reviews
16
, and specific pre-
defined screening criteria were used to assess studies
for inclusion and exclusion.
2.2 TOPIC FOR THE RESEARCH MAPPING
This systematic mapping aims to document the
effects of ICT on students learning outcomes, and
thus contribute knowledge about what realistically
may be expected from introducing digital technology
in schools.
Peersman, G. (1996).
A descriptive mapping of health
promotion studies in young people.
EPPI-Centre, Social Science
Research Unit, Institute of Education, University of London.
Gough, D., Kiwan, D., Suttcliffe, K., Simpson, D., &
Houghton, N. (2003). A systematic map and synthesis review
of the effectiveness of personal development planning for
improving student learning.
Gough, D., Olivier, S. and Thomas, J. (2012): An introduction
to systematic reviews, p45-46. London: Sage publications.
11
James, K. L., Randall, N. P., & Haddaway, N. R. (2016). A
methodology for systematic mapping in environmental
sciences.
Environmental Evidence, 5(1),
1.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015).
Gamification in education: a systematic mapping study.
Educational Technology & Society, 18(3),
1-14.
14
Arksey, H., & O’Malley, L. (2005). Scoping studies:
Towards a methodological framework. International Journal of
Social Research Methodology, 8, 19–32.
12
Cruz, S., da Silva, F. Q., & Capretz, L. F. (2015). Forty
years of research on personality in software engineering: A
mapping study.
Computers in Human Behavior, 46,
94-113.
Randall, N. P., Donnison, L. M., Lewis, P. J., & James, K. L.
(2015). How effective are on-farm mitigation measures for
delivering an improved water environment? A systematic map.
Environmental Evidence, 4(1),
1.
15
Mays, N., & Roberts, E. (2001). Synthesising research
evidence. Studying the organisation and delivery of health
services: Research methods. N. Fullop, P. Allen, A. Clarke and
N. Black.
13
Gough, D., Olivier, S. and Thomas, J. (2012): An
introduction to systematic reviews, p 156. London: Sage
publications.
16
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2.3 DATABASES
Online searches were conducted in six databases on
18 January 2016: Education Resources Information
Center (ERIC), Applied Social Sciences Index and
Abstracts (ASSIA), International Bibliography of
the Social Sciences (IBSS), ProQuest Education
Journals (PQEJ), Scopus and Psycinfo.
Database searches were limited to peer-reviewed
articles published after 1 January 2013, and the
language is limited to English, Norwegian, Swedish
or Danish.
2.4 SEARCH STRING
The search string (Attachment 1) was derived
from the research topic and designed to find
empirical studies related to the use of Information
and Communications Technology in educational
settings that had reported objective learning
outcomes related to technology based education.
The database searches were performed 18 January
2016 and provided 2649 studies.
2.5 SCREENING OF STUDIES FOR INCLUSION
AND EXCLUSION
All the references were imported to the EPPI-
Reviewer 4 software (ER4), developed by the
EPPI Centre at the University College London.
Following removal of 740 duplicate references, the
remaining 1909 studies were screened for inclusion
and exclusion in two steps by three independent
researchers (Figure 1).
This systematic mapping follows acknowledged
procedures outlined for systematic reviews
17
, and
specific pre-defined screening criteria were used
to assess studies for inclusion and exclusion. The
screening process involved two steps. In Step 1 the
studies were assessed based on title and abstract, and
in Step 2 assessments were based on full text (for
screening criteria, see Appendix 2). A total of 1853
studies were excluded in Step 1, and 26 studies were
excluded in Step 2 (Figure 1).
After the completion of these stages a total of 30
studies (of which 23 were systematic reviews and
meta-analysis) were included in the report.
Total number of studies from electronic databases: 2649
ProQuest (ERIC, PQEJ, ASSIA, IBSS): 540
Scopus: 1144
Psycinfo: 965
Duplicates: 740
Screen on title & abstract: 1909
Excluded studies: 1853
Topic: 1225
Medical education: 189
Not an empirical study: 29
Not an intervention: 69
Book/Report/Dissertation: 8
Language: 5
N/CI/JIF: 328
Screen on full study: 56
Excluded studies: 26
Methodological issues: 13
Not an intervention: 4
Reliable findings not reported: 4
Relevance: 5
Include
CVJir111dAm
on full study: 30
Technological devices: 21
Pedagogical aspects: 9
Computer systems: 7
Blended learning: 3
Mobile device systems: 2
CVJir111dAm
Assessment and feedback: 2
Game based systems: 7
Educational psychology: 4
Intelligent tutoring systems: 2
System design features: 3
Step 1
Step 2
Figure 1: Flow diagram
Gough, D., Olivier, S. and Thomas, J. (2012): An
introduction to systematic reviews, p 156. London: Sage
publications.
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2.6 MAPPING
The remaining 30 papers were then mapped into
their respective types of investigation: Systematic
review (2 studies), Cluster RCT (2 studies), Quasi
experimental design (5 studies), or Meta-analysis
(21 studies); And in 1) different types of educational
technology (computer systems (7 studies), mobile
device systems (2 studies) and game based systems
(7 studies)), design features (5 studies), and 2)
pedagogical aspects of teaching and learning with
ICT (blended learning (3 studies), assessment and
feedback (2 studies), educational psychology (4
studies).
Once these stages were completed the literature
review took place.
2.7 EXPLANATIONS OF THE USE OF EFFECT
SIZES
An
effect size
is a statistical technique for measuring
the size of a difference between two groups, usually
a control and an intervention within a social science
context, such as a controlled comparison of a
new technique in education (for a more thorough
description, see appendix 3). The majority of the
included studies (20) use Cohen’s
d
to measure the
size of the effect. In order to correct for small sample
bias, d gets in many studies converted to an unbiased
estimator denoted as g (Hedge’s
g)
(see table 4).
In addition to the commonly used Cohen’s d and
Hedge’s g, the measurements occur in the review are
presented in table 5.
Small
= An effect size of 0,2 is proposed as “small”
and would probably not be noticeable in real world
comparisons. Cohen suggested an example being the
comparative heights of 15 and 16 year old students.
Medium
= An effect size of 0,5 is proposed as
“medium” and would probably be large enough to be
noticed in real world comparisons. Cohen suggested
an example being the heights of 13 year old and 18
year old students.
Large
= Finally an effect size of 0,8 is proposed as
“large” and would probably be easily perceivable.
Cohen’s example here was the intellectual difference
between a college freshman and a PhD graduate.
Table 4: Description of effect sizes.
Measurement
r
Scale
-1-+1
Description
Correlation coefficient
(r=0,10 small; r=0,30
medium; r=0,50 large)
ƞ
2
0-1
Eta-squared
(0,02 small; 0,13
medium; 0,26 large)
F
ρ
No range
-1-+1
F-statistics
Spearman's rank
correlation coefficient
Table 5: Different measures used in the report.
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3. EDUCATIONAL TECHNOLOGY
3.1 TECHNOLOGICAL DEVICES
In this chapter, focus is directed towards different
kinds of technological devices and educational
games. Due to its comparatively long history,
much research has been conducted on computer
based systems and their effect on different aspects
of learning – from mathematics to literacy. Some
of the included studies report from research
conducted from as early as the 1970’s. Although
the use of desktop computers traditionally has been
widespread, there has, over the last decades, been a
shift towards a greater use of mobile devices.
Mobile devices have many advantages compared
to ordinary computers. They are portable and
individual, they can be context sensitive and socially
connectable (Sung et al. (2015)) Adapted both for
computers and for mobile devices, certain types of
educational games, often called serious games, have
been designed with the aim to enhance the students’
motivation.
18
3.1.1 DESKTOP COMPUTER SYSTEMS
Effect on
cognitive &
affective
outcomes
-
Study
Method
Topic
Effect on academic
achievement
Archer et al.
(2014)
Cheung &
Slavin (2013)
Grgurovic et
al. (2013)
McEwan
(2015)
Schmid et al.
(2014)
Takaci et al.
(2015)
Takacs et al.
(2015)
Meta-analytic
review
Longitudinal
meta-analysis
Effectiveness of the use of technology in
classrooms
Effectiveness of educational technology
applications in mathematics for K-12
students
Effectiveness of computer technology-
supported language learning
Evaluation of the impact on educational
interventions in language and
mathematics
Effects of use of technology in
postsecondary education
Effect of collaborative learning using
GeoGebra
Effects of technology on children's
literacy development
g=0,18
g=0,15
-
Longitudinal
meta-analysis
Meta-analysis
g=0,26
-
g=0,15
-
Meta-analysis
g=0,27
g=0,2
Quasi-
experiment
Meta-analysis
ƞ
= 0,18
g=0,17 (comprehension)
g=0,20 (vocabulary)
2
-
-
Table 6: Effect sizes - Desktop computer systems
Note that the underlying capability of computing in
education has changed dramatically over the review periods in
included studies. Moving from numerical manipulations to
higher order conceptual features – these changes may require
separate analysis for each of the changes in the technology.
18
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Included studies addressing desktop
computer systems
In a tertiary meta-analytic review,
Archer et al. (2014)
re-assessed literacy learning outcomes presented in
three previous meta-analyses. Students of different
age groups and a variety of ICT and computer-assisted
instruction interventions were included in the meta-
analysis. The reported overall effect of educational
technology on literacy learning outcomes was small
(g=0,18). When specialized teacher education and
support are included as a moderator
19
variable the
ES’s associated with technology in literacy learning
outcomes can rise as high as 0,57. The study
reported no significant differences in effect size as
a function of implementation fidelity, or whether
the interventions were delivered by researchers or
teachers. The study by Archer et al. (2014) concludes
that “the training and support of those conducting
the interventions and attention to the fidelity of
the intervention program, contribute to successful
outcomes.”
A longitudinal meta-analysis of 74 studies by
Cheung & Slavin (2013)
compared traditional (non
ICT-based teaching) with ICT based educational
technology. The study reported a consistent but
small overall impact (g=0,15) on mathematics
achievement in K-12 classrooms. Supplemental
computer assisted instruction (blended learning)
had the largest effect on mathematics achievement
(g=0,18), while smaller effect sizes were reported
with more traditional rote learning approaches
such as comprehensive programs and computer-
management learning (g=0,07-0,08). Analyzing
the use of program intensity (frequency of intended
use) as a moderator variable, the effect sizes for
low, medium and high intensity were 0,03, 0,20
and 0,13, respectively. Furthermore, the effect size
of studies with a high level of implementation
20
(g=0,26) was significantly greater than for studies of
low and medium level of implementation (g=0,12).
The study by Cheung & Slavin (2013) states that
“Educational technology is making a modest
difference in learning of mathematics”.
A longitudinal meta-analysis of 37 studies by
Grgurovic et al. (2013)
showed that second/
foreign language instruction supported by computer
technology was at least as effective as conventional
instruction without technology. Across the various
conditions of technology use, the study reported a
small but positive and statistically significant overall
effect size of 0,26.
In a large scale meta-analysis comprising 77
randomized experiments,
McEwan (2015)
evaluated
the impacts of different forms of educational
interventions on language and mathematics
outcomes in primary school (grade 1-8). The study
reported that the impacts of ICT on educational
outcomes (g=0,15) were comparable to impacts of
increased teacher training (g=0,12) and smaller class
sizes (g=0,12). These studies however, were directed
at primary education in developing countries so
these findings need to be replicated in a developed
post-secondary setting.
In a detailed meta-analysis of the experimental
literature of technology use in postsecondary
education
Schmid et al. (2014)
reviewed 1105
studies featuring a broad variety of educational
technologies and applications. The study reported
the overall average effects of educational technology
use on achievement and attitude outcomes, and
found a positive association with improvements
in academic performance (g=0,27) and student
attitudes (g=0,20). In addition, the study explored
moderator variables in an attempt to explain how
technology use can lead to positive or negative effects.
When more novel applications such as cognitive
support tools (which are aiming to scaffold the
active creation and negotiation of information) were
involved, the effect sizes increased substantially in
the 0,30-0,45 range, and equivalently, when search
and retrieval tools (defined as tools that provide
capabilities for knowledge seeking and retrieval, e.
g. search engines, data bases etc.) were included the
effect sizes increased even more in the 0,50-0,75
range. The introduction of communication tools to
help students communicate among themselves and
with teachers had less impact on effect sizes in the
range 0,20-0,30. The overall message emerging from
the study by Schmid et al. (2014) is that “learning
is best supported when the student is engaged in
active, meaningful exercises via technological tools
that provide cognitive support”.
In a quasi-experimental study including 180
students,
Takaci et al. (2015)
compared the effect
of collaborative learning with or without the use of
The level of detail that can be assumed or detected from a
meta analysis on other meta analyses is vague. More detailed
moderator variables should be interpreted with caution as the
error multipliers from multiple meta analyses may create
statistical noise.
19
As technology has advanced, what is stated to be a high
level of implementation five years ago might not be regarded
the same way today.
20
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the GeoGebra algebra system on student calculus
ability in higher education. GeoGebra is a novel
mathematics software package that enables the
students to check whether each step in the process
of solving a task was correct. The study reported
a medium positive effect size on student calculus
ability (ɳ
2
=0,18)
21
for collaborative use of the
software package over a two month test period. The
effect size was reduced to
ɳ
2
=0,10 for individual use
of the package.
A meta-analysis of 43 studies by
Takacs et al.
(2015)
was conducted on the effects of technology
enhanced stories for young children’s literacy
development when compared to more traditional
storybook reading. The use of technology to enhance
children’s story book reading comprehension and
vocabulary was associated with improvements in
comprehension (g=0,17) and expressive vocabulary
(g=0,20). The average effect size for expressive
vocabulary was heterogeneous with a significant
effect for disadvantaged children (g=0,27) and
a nonsignificant effect for non-disadvantaged
children (g=0,05). Technology characteristics such
as animated pictures and music were found to be
beneficial while hotspots and sound effects were
found distracting.
(2014) found substantial increases in effect size
when specialized teacher education and support was
included as a moderator variable (g=0,57); Cheung
& Slavin found a significant increase in effect size
of studies with a high level of implementation
(g=0,26); and Schmid et al. (2014) reported that
when educational technology included cognitive
support tools, effect sizes increased substantially in
the 0,30-0,45 range, and equivalently, when search
and retrieval tools were included the effect sizes
increased even more in the 0,50-0,75 range.
3.1.2 MOBILE DEVICE SYSTEMS
Included studies on mobile device systems
A detailed longitudinal meta-analysis by
Burston
(2015)
summarized 20 years (1994-2014)
22
of
research on learning outcomes using mobile assisted
language learning (MALL) technology. Despite the
publication of over 600 MALL studies over the
past 20 years, no study has systematically evaluated
the learning outcomes of MALL implementation
projects. Over half of the MALL related studies
focused on technological aspects of mobile devices,
and did not involve MALL implementation projects,
or learning gains were based on subjective teacher
assessment or student self-evaluation. A number
of other studies lacked statistically reliable learning
outcome data due to short duration of projects or
small number of participants involved. Yet other
studies suffered from serious design shortcomings,
thus leaving only 19 studies to reliably determine
the learning outcomes of MALL applications.
Summary: Desktop computer based systems
Findings from seven studies investigating the effect
of computer based systems on academic achievement
show small overall effect sizes in the range g=0,15-
0,27 (Table 6). Schmid et al. (2014) also reported an
overall effect size of 0,20 for student attitudes toward
instruction in learning environments involving
technology. Interestingly, three studies reported
moderate to substantial increases in effect sizes of
specific moderator variables: Archer et al.
Study
Method
Topic
Effect on academic
achievement
-
Effect on cognitive &
affective outcomes
-
Burston (2015)
Meta-analysis
Effects on learning
outcome using mobile
assisted language
learning technology
Effectiveness of mobile
devices in language
learning
Sung et al. (2015b)
Meta-analysis
g=0,53
g=0,55
Table 7: Effect sizes - Mobile devices
The changes in mobile technology over the past 20 years
have been significant. There are methodological challenges
with merging findings using mobile technology from 20 years
ago into single effect sizes.
22
Note that this is an eta-squared measure, operating with the
scale 0-1.
21
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Unfortunately, the remaining 19 studies reported
such high variability of quality that the authors
were unable to provide sufficient reliable results
to estimate any effect size. Of the 19 studies, 15
reported unequivocal positive results, with those
focusing on reading, listening and speaking without
exception reported a positive advantage of MALL
applications. The four remaining studies, all focusing
on vocabulary, reported no significant differences.
A longitudinal meta-analysis by
Sung et al. (2015b)
investigated the contribution of mobile devices to
language learning (MALL technology). The meta-
analysis included 44 peer-reviewed journal articles
and doctoral dissertations published from 1993
to 2013
23
. The study reported both achievement-
related effect sizes (such as test scores) and affective/
cognitive-related variables (such as motivation,
engagement, attitude, satisfaction and preference).
Overall effect sizes for achievement and affective/
cognitive variables were g=0,53 and g=0,55,
respectively, which suggest that MALL has a similar
moderate effect on students’ academic achievement
and affective/cognitive variables in language learning.
The study also conducted analyses for the effect
of moderator variables on learning achievement.
The mean effect sizes of learning stage differed
significantly between categories, with the largest
effect on adult MALL usage (g=0,95) followed by
young children (g=0,51).
Furthermore, significant differences between various
categories of hardware usage was reported between
handheld devices (such as iPods, cell phones, digital
pens and MP3 players) and laptop computer (such
as laptops, tablet PCs and e-book readers), where
handheld devices achieved a moderate-to-high
effect size (g=0,73) as compared to no significant
effect for laptop computers (g=0,15). Furthermore,
interventions of 1-6 months had the largest effect
size (g=0,77), followed by 2-4 weeks (g=0,62) and
> 6 months (g=0,13). No significant effect size
was found for interventions lasting only one week
(g=0,23). The meta-analysis revealed that MALL
instruction has produced a meaningful improvement
in language learning.
Summary: mobile device systems
The included studies on mobile device systems
both report from mobile-assisted language learning
technology, which often are mobile device adapted
versions of the former computer-assisted learning
technology. Both Burston and Sung et al. (2015b)
question the quality of research conducted within
this field, but while Burston refuses to draw any
conclusion of the effectiveness of mobile devices,
Sung et al. (2015b) reports some quite significant
effects. This highlights the need for further studies
within this area. However, the effects on both
academic achievement (0,53) and cognitive and
affective outcomes (0,55) are rather convincing,
and especially for adults (0,95) and although a bit
less, also for young children (0,51).
23
See previous footnote.
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3.1.3 GAME BASED SYSTEMS
Study
Method
Topic
Effect on
academic
achievement
-
Effect on cognitive & affective
outcomes
Arnab et al. (2013)
Cluster RCT
Serious-games used to
support Relationship
and Sex Education
Evaluation of a game-
based physical activity
program in primary
school
ƞ
=0,084
2
Miller et al. (2015)
Cluster RCT
Object control:
d=0,96
Pedometer
activity: d=1,02
(physical skills)
15 % increase in
test scores
(above control)
-
Riconscente (2013)
Experimental
repeated
measures
crossover
Meta-
analysis
Impact on learning when
using touch interface
games on iPads
10 % increase in test scores
(above control)
Santos et al. (2014)
Effects of augmented
reality learning
experiences on K-12
students performances
Evaluation of students
performance using a
contextual decision-
making game in health
education
Role of instructional
support in game-based
learning
Cognitive and
motivational effects of
serious games
d=0,56
-
Sung et al. (2015c)
Quasi
experiment
F=7,10 p=0,01
F=5,15 p=0.028 (problem-solving
ability)
Wouters & Van
Oostendorp (2013)
Meta-
analysis
-
d=0,34
Wouters et al. (2013)
Meta-
analysis
d=0.29
-
Table 8: Effect sizes – Game based systems
Included studies on games based systems
The study by
Arnab et al. (2013)
described the
development of the digital game PR:EPARe (Positive
Relationships: Elimination Coercion and Pressure
in Adolescent Relationships) as a didactic approach
to Relationships and Sex Education (RSE). Early
efficacy testing of the game solution was validated
in a cluster randomized controlled trial including
505 participants in school year 9 aged either 13
or 14 years. Data was collected as self-reported
questionnaire measures. The study reported an
intermediate effect in favor of the game
2
=0,084)
24
, and indicates that such serious game
technology may have effective roles in training and
remediating emotional responses and attitudes.
A cluster randomized controlled trial by
Miller
et al. (2015)
investigated how serious games
technology may impact sports attitudes and
performance in primary school students. The
study reported on the efficacy of the Professional
24 Note that this is an eta-squared measure, operating with
the scale 0-1.
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Learning for Understanding Games Education
program. Students were assessed at baseline and
8-week follow-up for fundamental movement
skill competency (FMS object control test), in-
class physical activity and (pedometer steps) and
perceived sports competence (self-reported profile).
The study reported substantial increases for object
control in students using the serious games practice
(d=0,96) and in class activity (pedometer measure)
(d=1,02). However, no difference was reported for
perceived sports competence between the serious
games practice group and the control.
An experimental repeated measures crossover study
by
Riconscente (2013)
investigated the impact
from the use of touch interface games on iPads to
teach fractions to fourth grade students. The study
reported on the efficacy of the fractions game Motion
Math on fractions knowledge and attitudes. The
data reported suggests that one week of exposure to
Motion Math improved students’ fraction test scores
by an average of 15 %, and students’ self-efficacy
and liking of fractions each improved an average
of 10 %. Both measures represented statistically
significant increases compared to a control group.
The game was designed to help children understand
the relationship between fractions, proportions
and percentages. The author suggested that one
contributing factor to the positive impact was the
instant feedback provided by the game, and that the
entertainment value of the game provided children
with the motivation necessary to persist in extensive
practices.
A meta-analysis of 7 studies by
Santos et al. (2015)
was conducted to evaluate the effect of augmented
reality learning experiences (ARLEs) on K-12
and university students’ performance in various
educational settings, including science and language
classes. The included ARLE applications were
intended to complement traditional curriculum
materials, and included research papers must have
at least a preliminary working ARLE prototype.
The study found that ARLE applications showed a
widely variable effect on student performance from
a small negative effect (d=-0,28) to a large positive
effect (d=1,00), with a mean moderate effect size of
0,56. The wide variability in ARLE effect sizes was
ascribed to the many possible ways to use augmented
reality, as well as, differences in experimental design
of the studies. With such a wide variability of effects,
there is a need for replication studies to clarify the
findings.
The study by
Sung et al. (2015c)
described the
development of a contextual digital game for
improving students’ learning performance in an
elementary school health education course. A quasi
experiment was conducted to evaluate the effects of
the digital game on students’ learning achievement,
learning motivation and problem-solving ability.
There were 52 students in both the experimental
group and the control group. Students in the
experimental group learned with the contextual
digital game, while the students in the control group
learned with the conventional e-book approach. The
experimental results showed that the novel game-
based learning prototype resulted in significant
increases in the academic performance of highly
motivated students, and more so than with the lower
motivated students. Also, the game-based learning
prototype improved the students’ problem-solving
competencies. Results of the statistical analysis were
presented as F-statistics. F-values derive from an
ANOVA test or a regression analysis to find out if
the means between two populations are significantly
different. No effect sizes are given in the study.
In a meta-analytic review including 29 studies,
Wouters & van Oostendorp (2013)
investigated
the importance of instructional support in game-
based learning, comparing studies with and without
instructional support. In addition, a value-added
approach was used, focusing on how specific game
features facilitate learning and motivation. Wouters
& van Oostendorp (2013) found that students
that received instructional support in game-based
learning outperformed the comparison group
(d=0,34). Specifically, the meta-analysis reported
learning improvements, in knowledge (d=0,33)
and skills (d=0,64). The most effective features of
instructional support facilitates the students to
select relevant information (d=0,46), much more
than features helping to organize and integrate
information (d=0,14). In addition, instructional
support that facilitates system interaction modality
25
(d=1,24), personalization (d=1,06), feedback
(d=0,49), modeling
26
(d=0,46), reflection (d=0,29),
and improves learning outcomes. Wouters & van
Oostendorp (2013) reported on publication bias
within this field, showing that the effect sizes in
articles published in peer-reviewed journals (d=0,44)
25
26
Audio-channels for verbal explanations
Showing which kind of information should be used and
how, in a specific situation.
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were significantly higher than those reported in
gray literature (proceedings: d=0,08; unpublished:
d=0,14).
Among many researchers, serious games are
emphasized as improving both cognitive processes
and motivation among students. However, there is
little evidence for this conclusion.
Wouters et al.
(2013)
conducted a meta-analysis (39 studies) trying
to shed light upon the effectiveness of serious games
compared to conventional instruction methods on
the cognitive dimensions of learning. Wouters et al.
(2013) showed that serious games improve learning
compared to conventional instruction (totally
d=0,29), with regards to both knowledge (d=0,27)
and cognitive skills (d=0,29). Even though serious
games without any instruction seem to be somewhat
effective (d=0,2), the most effective strategy is to
combine serious games with instructional methods
(d=0,41). Further, serious games lead to higher level
of retention (d=0,36). However, surprisingly there is
no statistically significant difference with regards to
motivation.
While six studies report on rather convincing
improvements, one study (Wouters et al. 2013)
found small effects. Small scale “one off” trials with
extremely novel technologies are often associated with
substantial reported impacts on learning. However,
often there is a lack of replication with such studies
and the findings may reflect the enthusiasm and
novelty of the technology as opposed to significant
evolutions in educational technologies. In addition,
a publication bias might contribute to high effect
sizes (Wouters & van Oostendorp 2013).
3.2 DESIGN FEATURES
The following section reports on five studies
investigating different forms of software design
and its effect on learning. Two studies report on
intelligent tutoring systems which are a computer-
assisted learning environment that aims to provide
immediate and customized instruction or feedback
to learners, usually without intervention from a
human teacher. Intelligent tutoring systems have
been developed for a number of academic subjects
including mathematics, computer sciences, reading,
writing and for training of specific skills, such
as metacognitive skills. The other three studies
investigate different kinds of instructional software
scaffolds, designed to enhance learning.
Summary: Game based systems
Game based systems are reported to improve
different aspects of learning, with regards to academic
achievement, cognitive and affective outcomes, and
physical skills. Wouters & van Oostendorp (2013)
reported that the effect increases when certain
kinds of instructional support are accompanying the
games.
Study
Method
Topic
3.2.1 INTELLIGENT TUTORING SYSTEMS
Effect on
academic
achievement
Improved learning
effectiveness
Effect on cognitive &
affective outcomes
Wang et al. (2015)
Quasi
experiment
Intelligent tutoring
systems effect on basic
computer skills
Effectiveness of
intelligent tutoring
systems on
mathematical learning
-
Steenbergen-Hu & Cooper
(2013)
Meta-
analysis
g=0,01-0,09
-
Table 9: Effect sizes – Intelligent Tutoring Systems
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Included studies on intelligent tutoring
systems
The quasi experimental study by
Wang et al. (2015)
compared the teaching of basic computer skills in
higher education with or without the use of iTutor,
a problem solving oriented intelligent tutoring
system. 137 freshmen students from four classes were
randomly assigned to an experimental group and a
control group. The experimental group practiced
the skills with iTutor and the control group did
not use iTutor, but could access the same materials
organized in the form of folders. The results indicate
that students in the iTutor group experienced better
learning effectiveness than those in the control
group, and by comparison with the materials
organized in folders, iTutor enabled students with
any level of prior knowledge to experience more
effective learning. Results of the statistical analysis
are presented as F-statistics. F-values derive from an
ANOVA test or a regression analysis to find out if
the means between two populations are significantly
different. No effect sizes are given in the study.
In a large scale meta-analysis on the impact of
intelligent tutoring systems (ITS) on K-12 student
mathematics learning,
Steenbergen-Hu & Cooper
(2013)
reported small positive effect sizes ranging
from 0,01 to 0,09. Most of the studies compared the
effectiveness of ITS with that of regular classroom
instruction, and it was concluded that ITS had no
negative and perhaps a small positive effect on K-12
students’ mathematics learning. Moderator analysis
showed that shorter interventions with ITS (less
than a calendar year) appear to provide the largest
gains in math learning and that students with higher
achievement levels benefitted the most from ITS
interventions.
Summary: Intelligent tutoring systems
The studies investigating the use of intelligent
tutoring systems in basic computer skills and
mathematics show only small improvements in
academic achievement. As Steenbergen-Hu &
Cooper (2013) concluded, and compared to
ordinary classroom instruction, there are however
no negative effects to report from the use intelligent
tutoring systems, despite the lack of human teachers.
Thus, a possible potential for mass education with
this system is indicated.
3.2.2 SYSTEM DESIGN FEATURES
Study
Method
Topic
Effect on academic
achievement
-
Effect on cognitive &
affective outcomes
g=0,12
McElhaney et al. (2015)
Meta-analysis
Dynamic visualisations
in science curriculum
Effectiveness of virtual
reality-based
instruction on learning
in higher education
Text-picture signal
relations in multimedia
learning
Merchant et al. (2014)
Meta-analysis
Games: g=0,51
Simulations: g=0,41
Virtual worlds:
g=0,41
-
-
Richter et al. (2016)
Meta-analysis
r=0,17
Table 10: Effect sizes – System design features
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Included studies on system design features
The meta-analysis of
McElhaney et al. (2015)
reviewed 47 independent comparisons between
dynamic and static materials in science education,
and 76 visual design comparisons that test the
effect of specific instructional scaffolds. Dynamic
visualizations for science education are defined
as computer-based, animated representations of
scientific phenomena. Each reported effect size
was coded as either recall assessment (learners to
learn of specific ideas such as names of structures)
or interference assessment (ask learners to engage
in inquiry and construct new knowledge). Using
both types of assessment outcomes, the effect sizes
ranged from -0,89 to 1,02, with a mean overall
effect size marginally significant in favor of dynamic
visualizations (g=0,12). To fully realize the potential
of dynamic visualizations, instructional scaffolds
are needed to help students use the dynamic
visualizations to make sense of their own ideas. The
most successful scaffolds include 1) Visual cues (use
of arrows or colors to highlight salient features)
(g=0,50); 2) Sequential conceptual representations
(unique representations in the treatment condition
occurring either before or after the visualization used
in the control condition) (g=0,52); 3) Interactivity
(learner control features such as play/pause controls
or specifying input parameters) (g=0,45); and Inquiry
prompts (sense-making or self-monitoring prompts)
(g=0,26). Other instructional design features such as
simultaneous conceptual representations (additional
representations in the treatment condition
occurring concurrently with the visualizations used
in the control condition) and 3D-information
(additional three-dimensional information present
in the treatment condition) showed no or negligible
benefits. The mean overall effect size was significant
in favor of the refined instruction designs (g=0,35),
almost three times as high as the impact of dynamic
visualizations in general.
The meta-analysis by
Merchant et al. (2014)
examined the impact of technology based instruction
in K-12 or higher education settings. The meta-
analysis included 13 studies in the category of
game-based instruction, 29 studies in that category
of simulation-based instruction and 27 studies
in the category of virtual worlds.
27
Analysis of the
relationship between instructional technology use
and learning outcome gains resulted in a moderate
mean effect sizes of 0,51 for game-based instruction
and 0,41 for both simulation-based instruction and
virtual worlds, showing that games produce higher
learning gains than simulations and virtual worlds. A
moderator analysis was performed to highlight effect
sizes of selected instructional design parameters.
Key findings included that: For simulation studies,
elaborate explanation type of feedback was more
appropriate for declarative tasks (g=2,29) than
visual cues type feedback (g=0,81). This is likely
because students may need detailed instruction
based on factual knowledge to complete a task. For
procedural tasks, knowledge of correct response
type of feedback was more appropriate (g=1,08)
than visual cues (g=-0,06), indicating that when
a task is procedural in nature, merely providing
knowledge of correct response is sufficient to guide
learners to complete the task. Furthermore, student
performance is enhanced when they conduct game-
based learning individually (g=0,72) rather than in a
group (g=-0,004).
28
A meta-analysis of 27 primary studies by
Richter
et al. (2016)
investigated the role of signaling
in multimedia on transfer and comprehension
outcomes in K-12 and higher education settings.
The signaling principle denotes how visual
representations (e.g., color coding) are presented
in learning materials to trigger broader recall. The
study reported a small-to-medium overall effect size
(r=0,17)
29
in favor of signaled as compared to non-
signaled multimedia learning material. The signaling
effect was significantly moderated only by domain-
specific prior knowledge of the learners. Learners
with low-level prior knowledge profited more from
multimedia integration signaling (r=0,19) than high-
level prior knowledge learners (r=-0,08). Although
the effects were small, the findings indicate the
effectiveness of the signaling principle in particular
for learners with low prior knowledge.
There is no common agreed difference between these three
types of system and there may be some overlap that might
complicate interpretation of these findings.
27
This is contradictory to findings in other included studies
within this review, e. g. Bernard et al. (2014).
28
Note that this is a correlation coefficient, operating with a
scale from -1-+1.
29
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Summary: System design features
The three studies investigating different kinds of
learning software reported significant improvements
on different aspects of learning. Interactive
technology and elaborate explanation type of
feedback within the software were proven to be
effective, and Merchant et al. (2014) concluded
that individual game-based learning is significantly
more effective than group game-based learning.
However, some negative effects are also identified,
and the complexity in the effects both in regards
to different aspects of the system features and to
different learners, indicates the improbability of
finding software suitable for all.
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4. PEDAGOGICAL ASPECTS OF TEACHING AND
LEARNING WITH ICT
4.1 BLENDED LEARNING
In recent decades, the political interest for online
education has increased for several reasons,
but foremost due to its cost-effectiveness and
for providing learning opportunities that are
independent of space and time (so called anytime
anywhere learning). It offers a cost effective way
to provide equal educational opportunities for
a wide range of students from different social
and economic backgrounds. Many studies have
traditionally compared different forms of computer
based distance education with ordinary classroom
instruction, with rather inconclusive results. As
many meta-analyses on the topic have concluded,
online education does not seem to be more effective
than classroom instruction, but on the other hand –
not less effective either. Such lack of difference has
legitimized a broad investment in online education
in the US. The term “blended learning” or “hybrid
learning” (hereafter just: blended learning) has
developed as a result of the ambition to find more
effective instructional conditions, trying to balance
between online education and ordinary classroom
instruction. Blended learning has subsequently been
promoted as “the best of two worlds” (Means et al.
2013).
Based on a sub-collection (96 studies) of a meta-
analysis (totally 674 studies),
Bernard et al.
(2014)
investigated the effectiveness of blended
learning compared to classroom instruction in
higher education. Using achievement outcomes as
the primary variable, Bernard et al. (2014) found
that blended learning exceeds ordinary classroom
conditions close to one-third of a standard deviation
(g=0,334). In addition, the aim of the study was
to more carefully outline the most important
specific aspects of blended learning. Bernard et al.
(2014) found that the kind of computer support
used is of importance; cognitive support (g=0,59)
(e.g. simulations and serious games) seems to be
more effective than content/presentational support
(g=0,24) (mere presentations of information).
Furthermore, if the support is combined with one
or more sources of interaction, between students,
teachers and students, and/or students and the
educational content, student academic achievement
is even more enhanced. Of these variables, the single
most important instructional feature seems to be the
interaction between students (g=0,49).
Included studies on blended learning
Study
Method
Topic
Effect on
academic
achievement
g=0.33
Effect on cognitive &
affective outcomes
Bernard et al. (2014)
Meta-analysis
Blended learning in higher
education
Effectiveness of online and
blended education
Subjective and objective
learning outcomes of blended
learning
-
Means et al. (2013)
Meta-analysis
g=0.2
-
Spanjers et al. (2015)
Meta-analysis
g=0.34
-
Table 11: Effect sizes – blended learning
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Means et al. (2013)
meta-analysis, reported from
45 studies focusing on online learning and blended
learning and its effect on learning outcomes among
different kinds of students, compared to ordinary
classroom instruction. The result of the study
resembles previously conducted meta-analyses,
finding that students engaged in online learning,
solely or partly, perform modestly better (g=0,2)
than students solely engaged in ordinary classroom
instruction. However, learning conditions including
both online and face-to-face aspects (the so called
blended learning) were significantly more effective
(g=0,35) than ordinary instruction. Interestingly,
Means et al. (2013) found positive and significant
effect sizes for collaborative instruction (g=0,25)
and especially for expository instruction (g=0,39).
There were no differences to be found either across
subjects or age-groups. As concluded in the study,
the educational situation in which the blended
learning takes place is often characterized by
additional learning time, resources and possibilities
for interactions between students. Thus, there are
reasons to believe that these aspects influence the
positive effects of blended learning.
Spanjers et al. (2015)
conducted a meta-analysis
(69 studies) examining the effectiveness of blended
learning compared to ordinary face-to-face learning
in relation to students learning outcome, satisfaction
and time investment. As objective measures, post-
tests, gains in test scores, course grades etc., were
used. The subjective measures consisted of the
students’ self-assessment, perceived self-efficacy,
subjective learning gains, confidence in ability
etc. In addition, the time investment measure is
also subjective, based on the students’ perceived
amount of work or effort devoted to the work and
the appropriateness of the devoted time. Overall,
the meta-analysis reported on small to medium
effect-sizes in favor for blended learning (objective
g=0,34, subjective g=0,27). However, the effect on
satisfaction was inconsiderable small (g=0,11) and
the investment evaluation was significantly negative
(g=-1,04) (based on 4 studies). Thus, according
to Spanjers et al. (2015), blended learning has an
effect on students’ objective learning outcomes, but
that does not seem to be correlated with students’
satisfaction. In addition, the students perceived
blended learning to be more time demanding and
less effective with regards to workload compared to
ordinary face-to-face learning.
Summary: Blended learning
The three meta-analyses on the topic all conclude
in favor for blended learning on learning outcome,
although the effect sizes vary from small to relatively
small (from 0.2-0.34). As Means et al. (2013) stated,
the positive result of blended learning might be
caused by an overall enhanced learning situation
and increased resources. Both Bernard et al. (2014)
and Means et al. (2013) stress that collaboration
between students enhance the effect and thus also
learning. In addition, the studies find that computer
support focusing on cognitive aspects, such as
simulations or serious games are more effective, as
well as instructions that are expository. Spanjers
et al. (2015) reported that the students experience
blended learning as time consuming. This indicates
a potential risk of lower students’ satisfaction.
4.2 ASSESSMENT AND FEEDBACK
The importance of feedback is often emphasized in
all kinds of educational contexts, addressed both by
teachers and students in collaborative self-assessment.
For technological devices, assessment and feedback
have often been restricted to immediate responses
and corrections. Recently, the possibility to utilize
more formative feedback has been investigated, both
addressed by instructional features of the software
itself and by peers – via mobile devices.
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Included studies on assessment and feedback
Study
Method
Topic
Effect on
academic
achievement
g=0,49
Effect on cognitive &
affective outcomes
Van der Kleij et al. (2015)
Meta-analysis
Effects of feedback in a
computer-based learning
environment
Evaluation of an
interactive peer-
assessment criteria
development approach
-
Lai & Hwang (2015)
Quasi-
experiment
-
d=2,39
Table 12: Effect sizes – assessment and feedback
In a meta-analysis based on 40 studies,
van der Kleij
et al. (2015)
investigated the effects of feedback
on learning outcomes in computer-based learning
environments. Shute’s (2008)
30
categorization of
feedback is used, distinguishing between knowledge
of results (indication of whether the answer is correct
or not, but does not reveal the correct answer),
knowledge of correct results (reveal the location of
the result, but not the correct answer) and elaborated
feedback (includes many kinds of feedback, such
as; additional information, hints and explanations
of the correct answer). In addition, a distinction
is made between immediate and delayed feedback.
Computer-based educational programs are often
characterized by immediate knowledge of results
or knowledge of correct results. Van der Kleij et al.
(2015) found
knowledge of the result
to be the least
effective kind of feedback (g=0,05), whilst
knowledge
of the correct result
was significantly more effective
(g=0,32). However, elaborated feedback improved
the students’ feedback the most (g=0,49) and
especially in higher-order tasks and in mathematics.
The timing of the feedback did not seem to have any
effect, not even on lower order learning.
In a quasi-experimental study (N=103),
Lai &
Hwang (2015)
reported from an evaluation of
the effectiveness of an interactive peer-assessment
criteria development approach created with the
aim to help students to develop abilities for self-
assessment, learning from other peers work and
making self-reflection of their own learning and
progress through a mobile device.
The effectiveness was measured with regards to
learning achievement, learning motivation, meta-
cognitive awareness, and cognitive load. Lai and
Hwang (2015) refer to studies highlighting the
many advantages of peer-assessment, it leads to
e. g.: improvements in learning, stimulation of
meta-cognitive awareness and increased autonomy.
However, peer-assessment can also be associated
with problems. According to Lai and Hwang
(2015), students often have difficulties fully
understanding the assessment criteria formulated
by teachers. The interactive peer-assessment criteria
development approach seeks to solve this issue. The
evaluation of the intervention showed significantly
improved learning achievement in the experimental
group (d=2,39)
31
, as well as improved learning
motivation and meta-cognitive awareness. However,
the cognitive load did not increase compared to the
control group. With regards to the learning process,
this study showed the importance of integrating the
students in the development of assessment criteria,
and also that a mobile device can serve as an effective
tool for realizing that ambition.
Summary: Assessment and feedback
Van der Kleij et al. (2015) found that elaborated
feedback improved learning more than different
forms of correctional feedback. Lai & Hwang
(2015) reported on results in favor (2.39) for an
application developed for students to define their
own learning assessment criteria and for conducting
peer-assessment in accordance to those criteria. The
two studies indicate the potential in the usage of
technology as assessment and feedback tools.
30 Shute, V. J. (2008). Focus on formative feedback. Review of Educational
Research, 78, 153–189. doi:10.3102/0034654307313795
The reported effect size is very large, beyond those expected
in social sciences
31
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4.3 EDUCATIONAL PSYCHOLOGY, ICT AND
LEARNING
In recent decades, there has been a rapid increase
in possibilities for students to undertake higher
education online. Online education has many
advantages, since it both can be synchronistic
(making simultaneous interaction possible despite
geographical differences) and asynchronistic (as it
is independent of time and space). However, online
education students have to develop self-regulated
Study
Method
Topic
learning abilities. Two of the articles described below
investigated the conditions of the most effective
aspects of self-regulated learning strategies, while the
other three focus upon the potentiality for ICT to
enhance affective learning and self-efficacy.
Effect on
academic
achievement
r=0,13
Effect on cognitive &
affective outcomes
Broadbent & Poons
(2015)
Systematic review
Self-regulated learning
strategies in online
education
Computer-based
supervision for self-
regulated learning
strategies
Effects on affective and
cognitive learning
Effects on computer
support on self-efficacy
and transfer of training
-
Brydges et al. (2015)
Systematic review
Na
na
Lee et al. (2013)
Meta-analysis
-
g=0,42 (cognitive)
g=0,18 (affective)
ρ=0,31(before training)/
ρ=0,39 (after training)
Gergenfurtner et al.
(2013)
Meta-analysis
-
Table 13: Effect sizes – assessment and feedback
Included studies on educational psychology,
ICT and learning
Broadbent & Poons’ (2015)
systematic review
(based on 12 studies) aimed to investigate the most
effective self-regulated learning strategies in online
education in higher education with regards to
academic outcomes. The combined self-regulated
learning strategies correlated positively with
academic outcomes, but not very strongly (r=0,13)
32
.
Different aspects of self-regulated learning strategies
were investigated, showing that time management
(r=0,14), metacognition (r=0,06), effort regulation
(r=0,11) and critical thinking (0,07) were positively
but weakly correlated with academic outcomes,
whereas no correlation was found with regards to
rehearsal, elaboration, and organization. Broadbent
& Poons (2015) concluded that the self-regulated
learning strategies that have showed to be effective in
traditional education might not be as effective in
online education. Thus, there is a possibility that
other, currently unexplored, strategies might be
more important and effective in online education.
In a systematic review and meta-analysis (32 studies),
Brydges et al. (2015)
investigated if supervision that
aims to develop self-regulated learning is correlated
with improvement in learning. The included studies
in the review and meta-analysis reported from
simulation-based training interventions designed
to support students to develop self-regulated
learning strategies. No reported results were
statistically significant. The groups that did not
receive supervision performed worst on the post-
test (d=-0,34, p=0,09). Interventions supported by
supervision did however show some, but small effects
outcome on both the post-test (d=0,23 p=0,22) and
the delayed retention test (d=0,44 p=0,067). The
study shed light on the insufficiency of simulation-
based digital training support alone, and highlights
the importance of supervision also in these contexts.
However, it is important to note that no results were
statistically significant.
32 Note that this is a correlation coefficient, operating with a scale from -1-+1.
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In a meta-analysis based on 58 experimental and
quasi-experimental studies,
Lee et al. (2013)
summarized research published over the last 15
years
33
on how technology effects K-12 students
cognitive and affective learning. With regards to
cognitive outcome, a moderate effect (g=0,42) was
identified, indicating that the use of technology
can be beneficial, especially for K-8 students. With
regards to cognitive outcomes, the following seems
to be especially effective; software using tutorials
(g=0,81), tasks that are either basic (g=0,88), project-
based (g=1,39) or based upon inquiry/investigation
(g=0,61) as well as letting the students cooperate
in groups (3-5) per computer (g=1,08). When the
teacher acts as a facilitator, the highest effect sizes
are measured (g=0,62). The overall effects on the
affective outcomes are small (g=0,18).
Finally,
Gergenfurtner et al. (2013)
conducted a
meta-analysis (based on 29 studies) investigating
the longitudinal development of the relationships
between self-efficacy and transfer of training
throughout the last 25 years
34
, with regards to
computer support, collaboration and time lag.
Self-efficacy (Bandura 1977)
35
denotes the beliefs
in one’s capability to perform in accordance to
specific requirements. Self-efficacy is considered
to be a predictor of academic achievement, and so
does the transfer of training, which is a description
of the ability to use new knowledge. Gergenfurtner
et al. (2013) found a small but positive relationship
between self-efficacy and training, measures before
(ƿ=0,31)
36
and after training (ƿ=0,39). Compared
to no support, computer support strengthens the
correlation between the belief in efficacy and training
transfer (pre
ƿ=0,23
post
ƿ=0,31).
However, this
correlation appears only shortly after training, but
less in post-tests. The most fruitful combination is
computer support, without any collaboration with
peers (pre
ƿ=0,37,
post
ƿ=0,62).
Summary: Educational psychology, ICT and
learning
These studies show that engagement in online
education seems to demand other self-regulated
learning strategies than traditional education.
Broadbent & Poons (2015) stress the importance
to identify online education-specific strategies.
Brydges et al. (2015) investigated the importance
of supervision for developing self-regulated learning
strategies, but found no statistically significant
effects. Lee et al. (2013) found that technology
enhances cognitive learning more than affective
learning, and Gergenfurtner et al. (2013) showed the
importance of computer support when developing
belief in efficacy among students.
33
34
35
Note that this is a long time with technology change.
See footnote 13.
Bandura, A (1977). Self-efficacy: Toward a Unifying
Theory of Behavioral Change.
Psychological Review. 84
(2):
191–215.
doi:10.1037/0033-295x.84.2.191. PMID 847061.
Note that this is Spearman’s rank correlation coefficient,
operating with a scale from -1-+1.
36
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5. CONCLUSIONS
As shown in this report, there are a wide range
of expectations assigned with the use of digital
technology in education. Not only is the use of
digital devices expected to increase the student’s
motivation to learn; this motivation is also expected
to raise student achievement. Additionally,
technology is expected to create new educational
possibilities, to offer potentially cost-effective tools
and balance societal inequalities. This mapping has
been undertaken to establish if, how and to what
degree ICT influences students’ learning outcomes.
5.1 POSITIVE BUT SMALL IMPACT
In reviewing the included studies, it becomes
clear that educational technology is not a single
homogenous intervention but a broad variety of
modalities, tools, and strategies for influencing
and assisting teaching and learning. The different
forms of educational technologies included in
this mapping are, in addition, used in a variety
of educational contexts, and with a wide range of
goals. The inherent heterogeneity of the material
therefore makes it difficult to draw clear conclusions
concerning the effectiveness of ICT in education.
However, some features appear across the studies.
Although the effects are small, the review shows a
2,5
2
1,5
1
0,5
0
consistent positive impact from the use of ICT in
classroom settings. Some studies report large ES’s
(>> 2,0) from novel technology implementations,
but the more rigorous meta-analysis, focusing on
large scale randomized control trials, consistently
report ES’s in the range of +0,1 to +0,3. However,
when the technology is accompanied with some
kind of instructional support, either embedded in
the software or through teacher supervision, the
effects seem to increase significantly. Obviously, it is
not the technology in itself that promotes learning
outcomes, but the design of the software and/or the
pedagogical use of the device.
5.2 INSTRUCTION AND HUMAN SUPPORT
Some studies investigating the effect of technology
partly or solely without any present teacher e.g. on
intelligent tutoring systems and online education (as
mentioned in Means et al. 2013, Steenbergen-Hu
& Cooper 2013), show neither positive nor negative
effects on learning outcomes, thereby concluding
that technology can replace traditional classroom
education without risking academic performance.
However, as shown in the figure 2 below, this may
not be conclusive.
The table presents studies using interactional
Interactive features
Overall effect size
Figure 2: The nine studies using interactive features as moderators.
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features (human support and/or ICT support tools)
as moderators, indicating that the effect almost
doubles when ICT is accompanied with different
kinds of either technological or human support.
Interactional features might be physical (teacher,
peer) as non-physical (mediated by teachers, peers,
or e.g. tutoring systems).
Several studies show that having a teacher physically
present enhances learning with ICT (e.g. Archer
et al. 2014, Bernard et al. 2014, Lee et al. 2013).
Although some studies report contradictory findings
(Gergenfurtner et al. 2013), numerous studies find
that peer collaboration contribute to improved
learning outcome (Lee et al. 2013, Bernard et
al. 2014, Means et al. 2013). This indicates that
interactional features (physical or non-physical)
contribute to increased effect sizes, generally
highlighting the importance of providing support
in the use of technology. This also indicates the
potential of educational technology as a supplement
to ordinary education rather than a replacement.
The effectiveness of ICT in education depends
entirely on how well it assists teachers and students
in achieving the educational goals. The highest ES’s
were associated with studies where ICT had been
implemented as a planned part of a comprehensive
teaching environment with clear goals, teaching
plans, teaching materials, supporting technical
resources, teacher training and development.
Improvements associated with ICT in education
should therefore not be ascribed to a single factor,
but understood and interpreted contextually.
5.3 TEACHERS AND TECHNOLOGY
Technology in education can serve a multitude
of purposes, from administrative to educational.
However, and in accordance with findings in this
mapping, the effectiveness of ICT in education is
determined by the context in which it is introduced
and employed. The quality of the instructional
design appears to be the single most important
aspect, and as described in the introduction, this
depends on teachers’ professional pedagogical and
didactic competence, their room for maneuver and
how school leaders and school owners support their
work. All of these aspects influence the teachers’
ability to effectively integrate ICT in their teaching
practice. As indicated in the introduction, reports
from the OECD and EU advise Norway to be less
concerned with the provision of technology and more
concerned with teachers’ professional development
and focus on how technology may support teachers’
everyday instructional practice.
5.4 REASONS TO INTERPRET EFFECTS OF ICT
ON LEARNING WITH CARE
There are several reasons why findings in this
mapping of the effects of ICT on learning should
be interpreted with caution.
Enthusiasm of novel technology:
Extremely
novel technologies are often associated with
substantial impacts on learning (so called
Hawthorne effect). However, the findings may
reflect the enthusiasm of the novelty of the
technology, and might not be sustained in the
long-term.
Development of technology:
Educational
technology is constantly developing. Meta-
analyses and systematic reviews investigating the
effects of a specific modality, tool or software,
through several decades might in fact not be
studying the same thing, thus making it difficult
to accumulate insights.
Publication bias:
Wouters & van Oostendorp
(2013) report on a publication bias, indicating
significantly higher effect sizes in published
studies, than in gray literature (reports,
unpublished papers, conference papers etc.).
Study heterogeneity:
Different measures,
different learning environments, different
teaching methods/approaches, different student
demographics over time make any longer term
comparisons and effect comparisons difficult.
A “noise” of effects:
There are wide variations
of effects reported, both in this review and
within the single studies, thus causing a “noise”
of effects which make it difficult to interpret the
significance of the results. Additionally, when
combining, merging or summing the reported
statistical effects from numerous studies the
statistical errors become multiplied.
Overall intervention bias:
Educational
technology interventions are often accompanied
by a re-structuring of a whole educational setting,
sometimes influenced by increased resources
and increased time dedicated for learning and
preparation, thus making it difficult to identify
if the effect is caused by the technology or the
re-structured educational context itself.
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5.5 KNOWLEDGE GAPS
This mapping has revealed a need for more research
on:
How teachers experience, implement and learn
about educational technology.
Characteristics of teachers’ work conditions
that may hinder or promote successful
implementation of digital technologies in
schools.
Leadership support when new technologies are
being introduced.
The impact of teachers’ digital competence on
how technology is used in education.
A more systematic approach to educational
technology studies, with common measures of
ability or competence that can be shared across
multiple educational settings.
Better defined teacher competencies and
training skill sets. This information is often
missing when studies are reported making
comparisons between studies problematic.
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APPENDIX 1: SEARCH STRING
Search string (ERIC, ASSIA, IBSS, PQEJ databases)
(TI,AB(“1 to 1 computer” OR “blended learning” OR “CAI” OR “CAL” OR “CBL” OR
“collaborative learning” OR “computer aided” OR “computer assisted instruction” OR “computer
assisted learning” OR “computer based instruction” OR “computer based learning” OR “computer
based teaching” OR “computer simulation*” OR “computer supported” OR “computer technology”
OR “computer use” OR “computer-aided” OR “computer-assisted instruction” OR “computer-
assisted learning” OR “computer-based instruction” OR “computer-based learning” OR “computer-
based teaching” OR “computeri?ed instruction” OR “computers and learning” OR “computers
in education” OR “computer-supported” OR “computing education” OR “digital learning” OR
“digital technology” OR “educational technology” OR “effect* on learning” OR “e-learning” OR
“electronic learning” OR “game*” OR “ICT*” OR “information communication technolog*” OR
“innovative technology” OR “instructional technolog*” OR “intelligent tutoring system*” OR
“interactive learning environment*” OR “interactive learning object*” OR “interactive simulation*”
OR “ interactive white board*” OR “learning effect*” OR “media in education” OR “mobile
learning” OR “multimedia learning” OR “OLPC” OR “one laptop per child” OR “one to one
computer” OR “one2one computer” OR “online learning” OR “online self study” OR “online self-
study” OR “online study” OR “serious game*” OR “simulation based education” OR “simulation
based teaching” OR “simulation-based education” OR “simulation-based teaching” OR “simulation”
OR “social network” OR “supplemental CAI” OR “tablet*” OR “technology enhanced instruction”
OR “technology enhanced learning” OR “technology use” OR “technology-enhanced instruction”
OR “technology-enhanced learning” OR “TEL” OR “tutoring system*” OR “virtual learning” OR
“virtual reality” OR “web-based instruction*” OR “web-based learning” OR “web-based training”))
AND
(TI,AB(“academic achievement” OR “academic outcome*” OR “academic performance” OR
“academic progress” OR “academic success” OR “achievement gain*” OR “basic skill*” OR “career
readiness” OR “cognitive gain outcome*” OR “college readiness” OR “educational achievement”
OR “educational benefit*” OR “educational improvement” OR “educational outcome*” OR
“educational performance” OR “effect*” OR “effective learning” OR “enhancing learning” OR
“graduat*” OR “knowledge acquisition” OR “learner outcome*” OR “learning outcome*” OR
“mathematics achievement” OR “mathematics learning” OR “mathematics skills” OR “program*
effect*” OR “reading outcome*” OR “reading skills” OR “science achievement” OR “student
improvement” OR “student outcome*” OR “student* achievement*” OR “student* performance”
OR “test score*” OR “treatment” OR “treatment effect*” OR “writing achievement” OR “writing
skills”))
AND
(TI,AB(“average treatment effect” OR “causal effect*” OR “control group” OR
“difference-in-difference” OR “effect study” OR “instrumental variable*” OR “meta*” OR “PIRLS”
OR “PISA” OR “propensity score” OR “propensity score matching” OR “quasi-experiment” OR
“randomi?ed controlled trial*” OR “randomi?ed controlled stud*” OR “randomi?ed experiment”
OR “regression discontinuity” OR “TIMSS” OR “treatment group”))
The same search string with custom syntax was used in the Scopus and Psycinfo databases.
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APPENDIX 2: INCLUSION AND EXCLUSION
Step 1 – screening and quality assessment based on title and abstract using the following criteria:
EXCLUDE on topic (The study focus is not on ICT and learning)
EXCLUDE on medical education (The focus of this report is not on medical education)
EXCLUDE on not empirical (Study needs to be evidence based, not conceptual or
philosophical only)
EXCLUDE on not an intervention (Study needs to report on an intervention, not contextual
only)
EXCLUDE on book/report/dissertation (Study is not peer-reviewed)
EXCLUDE on language (Study is not written in English, Norwegian, Swedish or Danish)
EXCLUDE on N<50 (Studies with few participants are likely to have low validity, and
conclusions based on the results may be uncertain. We have chosen to set a lower limit of 50
participants in the intervention group and 50 participants in the control group)
37
EXCLUDE on Citation Index (Normally, articles cited by other researchers have high quality
and relevance within a research field. We have chosen to exclude articles with lower citation
index (CI) than average for the remaining articles)
EXCLUDE on Journal Impact Factor (Journal Impact Factor (JIF) is an index based on the
average number of citations of articles published in a scientific journal, and is used as an
impact-measure of a journal in the research field. We have chosen to exclude journals with
lower JIF than average for the journals publishing the remaining articles)
INCLUDE based on title and abstract (Need to retrieve full report for full text screening)
Step 2 – screening and quality assessment based on full text using the following criteria:
EXCLUDE on methodological issues (The studies intervention does not meet high quality
experimental conditions)
EXCLUDE on not an intervention (Study needs to report on an intervention, not contextual
only)
EXCLUDE on findings not reported (The study does not report on an intervention with data
or outcomes)
EXCLUDE on relevance (The study is not relevant for the report)
INCLUDE on full study (Include based on full text. Item ready for in-depth review)
Farrington, D. P., & Welsh, B. C. (2005). Randomized experiments in criminology: What have we learned in the last two
decades?
Journal of Experimental Criminology, 1(1),
9-38.
Weisburd, D., & Gill, C. (2014). Block randomized trials at places: rethinking the limitations of small N experiments.
Journal
of Quantitative Criminology, 30(1),
97-112.
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APPENDIX 3: EFFECT SIZES
What is an effect size?
Within the evidence based reviews conducted by the Knowledge Centre we make extensive use of a
statistical measure called an
effect size.
An
effect size
is a statistical technique for measuring the size of a
difference between two groups, usually a control and an intervention within a social science context, such
as a controlled comparison of a new technique in education. A graphical representation of two groups
with an
effect size
difference of 1.0 is shown below.
Figure 3: Graphical representation of an effect size of 1.0 between 2 groups (from Coe, 2002).
The power of this specific technique is that, unlike more traditional measures that focus on the
statistical
significance
(or probability) of an outcome, an
effect size
shows the effectiveness of a specific intervention
in comparison to either a control condition or another intervention (Coe 2002)
38
.
In contrast
statistical significance
measures if an outcome did not occur by chance, this is often shown
using the
P
or probability value (for
example P<0.05).
The weakness with such traditional
statistical
significance
measures are that they are susceptible to bias from sample size, which can make very weak
effects appear highly significant if a study has a large sample size and conversely very strong effects can
appear non-significant if a study has a small sample size.
The ability to directly compare the strengths of the outcomes from interventions makes the
effect size
very
suitable in determining which intervention is more effective in a given experimental comparison. Effect
sizes also permit much easier comparisons of any replications for a study, showing quickly and easily if a
proposed intervention shows a similar sized effect reported by earlier experiments.
Coe, R. (2002) “It’s the Effect Size, Stupid. What effect size is and why it is important” Paper presented at the Annual
Conference of the British Educational Research Association, University of Exeter, England, 12-14 September 2002
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How is it calculated?
The effect size is very easy to calculate, being the standardised mean difference between the two groups.
With normally distributed populations this calculation means that the effect size is also the “Z Score” of
a standard normal population. So an effect size of +0.6 means that the score of the average person in the
intervention group of an experiment is 0.6 of a standard deviation above that of the average person in the
control group of an experiment (note that effect sizes can be either positive or negative depending on the
positive or negative influence of an intervention). This allows researchers to combine the findings from
similar studies and calculate a common effect size for multiple studies that share a common intervention
and outcome measure. Combining effect sizes together from many experimental comparisons of similar
interventions to estimate an overall effect size for a specific intervention is called
meta-analysis.
Cohen’s Real World Effect Size Scale
In his 1969
39
paper that extolled many of the modern principles of using effect sizes Cohen proposed that
effect sizes could be best understood by reflecting them into real world comparisons within a scale of Small,
Medium and Large effect sizes. In our Knowledge Centre reviews we often adopt Cohen’s proposed 3 item
scale in our tabular summaries to permit rapid understanding of the strength of reported effect sizes.
Small
= An effect size of 0,2 is proposed as “small”
and would probably not be noticeable in real world
comparisons. Cohen suggested an example being the
comparative heights of 15 and 16 year old students.
Medium
= An effect size of 0,5 is proposed as
“medium” and would probably be large enough to be
noticed in real world comparisons. Cohen suggested
an example being the heights of 13 year old and 18
year old students.
Large
= Finally an effect size of 0,8 is proposed as
“large” and would probably be easily perceivable.
Cohen’s example here was the intellectual difference
between a college freshman and a PhD graduate.
Table 15: Description of effect sizes.
There are some risks in adopting a simplified coding of effect sizes into small, medium and large (see Glass
et al, 1981
40
for a detailed summary) but these risks are generally only of concern when taking such an
effect size coding out of its context. Since in our reviews we present relatively coherent studies all within
similar educational contexts we have chosen to use colour coding within our tabular presentations of effect
sizes when displaying the comparative outcomes, in order to make the information more easily understood.
Please note that full
effect size
details for each summarised study are provided in the more detailed text
descriptions that follow the summary tables.
39
40
Cohen, J. (1969) Statistical Power Analysis for the Behavioral Sciences. NY: Academic Press.
Glass, G.V., McGaw, B. and Smith, M.L. (1981) Meta-Analysis in Social Research. London: Sage.
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Cautions when using effect sizes
As we have shown
effect size
provides a valuable tool when understanding the strength of a causal effect
from a specific intervention. However when using
effect size
we must always be careful that we are
comparing similar interventions, settings and outcomes. This is especially important in educational research
where we may have significant variations in student populations, test instruments, educators, and learning
environments that may not be completely reflected in a summary of a study.
Assumptions when using alternative measures of effect-size
Within the research literature related to
effect size
you will sometimes find alternative measures of
effect size
reported other than the “standardised mean difference” technique that we have been describing.
For example, in many studies you will see the correlation “r” between two variables being used to calculate
the square of the two values (shown as “R2”) which indicates the
proportion of variance accounted by the
independent variables
(for a more detailed discussion see Thompson, 1999
41
). However when effect size
is calculated from this “proportion
of variance accounted for”
method you should be aware that it suffers
from a number of limitations, standard errors can be large and two studies with opposite results would
report identical “variance
accounted for”
results (See Olejnik & Algina 2000
42
for more details). Good
summaries of many of the different kinds of effect size measures that can be used and the relationships
among them can be found in Snyder and Lawson (1993)
43
, Rosenthal (1994)
44
and Kirk (1996)
45
.
However such alternative
effect size
measures often hide a more complex issue, the possible confusion of
measures of association with causal effect. As has been noted by Coe (2002)
46
:
“The
crucial difference between an effect size calculated from an experiment and one calculated from a correlation
is in the causal nature of the claim that is being made for it. Moreover, the word ‘effect’ has an inherent
implication of causality: talking about ‘the effect of A on B’ does suggest a causal relationship rather than just an
association.”
(Coe, 2002).
For this reason many statisticians recommend caution in using the term “effect” unless there is an explicit
causal mechanism being described and instead to use the term “variance accounted for” or “strength of
association” or cite the regression coefficient instead of calling it an
effect size
(see Fitz-Gibbon
47
, 2002 and
Coe, 2002 for a fuller discussion).
Thompson, B. (1999) ‘Common methodology mistakes in educational research, revisited, along with a primer on both effect
sizes and the bootstrap.’ Invited address presented at the annual meeting of the American Educational Research Association,
Montreal. [Accessed from http://acs.tamu.edu/~bbt6147/aeraad99.htm, January 2000]
41
Olejnik, S. and Algina, J. (2000) ‘Measures of Effect Size for Comparative Studies: Applications, Interpretations and
Limitations.’ Contemporary Educational Psychology, 25, 241-286.
42
Snyder, P. and Lawson, S. (1993) ‘Evaluating Results Using Corrected and Uncorrected Effect Size Estimates’. Journal of
Experimental Education, 61, 4, 334-349.
43
Rosenthal, R. (1994) ‘Parametric Measures of Effect Size’ in H. Cooper and L.V. Hedges (Eds.), The Handbook of Research
Synthesis. New York: Russell Sage Foundation.
44
Kirk, R.E. (1996) ‘Practical Significance: A concept whose time has come’. Educational and Psychological Measurement, 56, 5,
746-759.
45
Coe, R. (2002) “It’s the Effect Size, Stupid. What effect size is and why it is important” Paper presented at the Annual
Conference of the British Educational Research Association, University of Exeter, England, 12-14 September 2002
46
Fitz-Gibbon C.T. (2002) ‘A Typology of Indicators for an Evaluation-Feedback Approach’ in A.J.Visscher and R. Coe (Eds.)
School Improvement Through Performance Feedback. Lisse: Swets and Zeitlinger.
47
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KUNNSKAPSSENTER FOR UTDANNING
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Summary
An
effect size
is a measure of the size of the causal effect of an intervention within a controlled experimental
study or quasi experimental evaluation. The interpretation of
effect size
is dependent on the assumption
that the control and experimental (intervention) groups are normally distributed with the same standard
deviations. Without these assumptions the interpretation of
effect sizes
can be problematic , for example,
when a sample has a restricted range, does not come from a normal distribution, or if the measurement from
which it was derived has unknown reliability.
Care must be therefore be taken in comparing or aggregating
effect sizes
based on different outcomes,
different operationalisations of the same outcome, different treatments, levels of the same treatment, or
measures derived from different populations.
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KNOWLEDGE CENTER FOR EDUCATION:
PHONE:
+47 22 03 70 00
E-MAIL:
[email protected]
WEBPAGE:
www.kunnskapssenter.no
FACEBOOK:
kunnskapssenter
TWITTER:
kunnskapsrad
TIDLIGERE UTGIVELSER FRA
KUNNSKAPSSENTER FOR UTDANNING:
Lillejord, S., Vågan, A., Johansson, L., Børte,
K. & Ruud, E. (2016). Hvordan
fysisk aktivitet i
skolen kan fremme elevers helse, læringsmiljø og
læringsutbytte. En systematisk kunnskapsoversikt.
Oslo. Kunnskapssenter for Utdanning.
www.kunnskapssenter.no
Børte, K., Lillejord, S. & Johansson, L. (2016).
Evnerike elever og elever med stort læringspotensial: En
forskningsoppsummering.
Oslo: Kunnskapssenter for
Utdanning. www.kunnskapssenter.no.
Lillejord, S., Børte, K., Halvorsrud, K., Ruud, E., &
Freyr, T. (2015).
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