This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this meta-analysis. Consistent with previous reviews, this study suggested a statistically significant and positive effect of CT ([Formula: see text] = 0.56) on low-performing students’ mathematics achievement. Of four CT types, the largest CT effect was found with problem-solving system ([Formula: see text] = 0.86), followed by tutoring [Formula: see text] = 0.80), game-based intervention ([Formula: see text] = .58), and computerized practice ([Formula: see text] = .23). Furthermore, other moderators were found to explain variation in CT effects on low-performing students’ mathematics achievement. Study findings contributed to clarifying the effect of CT for low-performing students’ mathematics achievement. Implications for instructional design and practices are also discussed.
Background: With the recent pivot to online instruction and/or to mixed online/ face-to-face (i.e., hybrid) models of teaching necessitated by the novel coronavirus pandemic, the uses of technology to support instruction would seem to have great importance. Whereas effective integration of technology in mathematics classrooms
Much research has examined the incorporation of academic and scientific writing in science learning. However, less research has applied a narrative approach that represents events in a time sequence. Furthermore, modern technology has greatly extended students’ modes of science expression beyond the printed texts. Yet, connecting students’ rich experience in digital storytelling with their academic learning in science is still an area of needed research. This study focused on analyzing the products students generated as a way to examine how they integrated science in their multimodal sci-fi narratives. These narratives were created in a program designed to engage adolescents in integrated STEM and digital literacy learning. More specifically, this study developed a two-dimensional framework (science and integration) to evaluate the 35 products produced by 136 participants in 5 iterations of the program. Content and thematic analyses revealed that a wide variety of sophisticated mechanisms was applied for science integration, including: (1) building connections among diverse science topics; (2) leveraging innovative narrative techniques; (3) responding critically to socio-scientific problems; and (4) designing and redesigning multimodal elements.
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