2022
DOI: 10.1002/rev3.3353
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Effectiveness of online and blended learning from schools: A systematic review

Abstract: This systematic analysis examines effectiveness research on online and blended learning from schools, particularly relevant during the Covid-19 pandemic, and also educational games, computer-supported cooperative learning (CSCL) and computer-assisted instruction (CAI), largely used in schools but with potential for outside school. Eight research databases were searched. Studies which were non-school, before 2000, not in English, without data and duplicates were removed, leaving 1355 studies: online 7%, blended… Show more

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Cited by 45 publications
(36 citation statements)
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References 65 publications
(77 reference statements)
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“…The results somehow reflect concerns raised in previous studies that students helping each other adjusted easily in blended learning (Han & Ellis, 2021) and technology promotes higher self-regulation (Topping et al, 2022). Lastly, social influence had a positive effect on the use of learning management.…”
Section: Findings and Discussionsupporting
confidence: 82%
“…The results somehow reflect concerns raised in previous studies that students helping each other adjusted easily in blended learning (Han & Ellis, 2021) and technology promotes higher self-regulation (Topping et al, 2022). Lastly, social influence had a positive effect on the use of learning management.…”
Section: Findings and Discussionsupporting
confidence: 82%
“…Some factors were influential in learners' outcomes in a serious game. For instance, self-efficacy was highly relevant to better outcomes (Topping et al, 2022). Apart from that, six key game features that impacted the outcomes were highlighted, i.e., ease of use, challenge (at one's zone of proximal development), rewards and feedback, control or autonomy, goal orientation, and interactivity (Acquah & Katz, 2020).…”
Section: Outcomes Of Serious Gamesmentioning
confidence: 99%
“…In an educational game, students' understanding and learning outcomes could be affected by their perceptions of instruction (Vandercruysse et al, 2013). In terms of learning outcomes, blended learning was considerably better than online learning, with computer-assisted instruction being the most effective (Topping et al, 2022). However, not all learners could benefit from gamebased learning similarly.…”
Section: Outcomes Of Serious Gamesmentioning
confidence: 99%
“…The learning format model and materials were developed in this phase from September to October 2021 based on the design phase. The learning materials are based on the old curriculum from the Faculty of Nursing CMU, including 1) the principles of holistic nursing practice for adults and elderly who have undergone surgical treatment; and 2) holistic nursing practice for adults and the elderly with an acute and chronic health problem in various body systems who received surgical treatment (Anthony et al, 2022 ; Topping et al, 2022 ). In addition, related literature on the materials and a learners’ satisfaction questionnaire were included in the app ( Figure 1 ), with a summary of the usage of the app also provided for instructors and learners.…”
Section: Designing a Blended Learning Curriculum: Addie Modelmentioning
confidence: 99%