Enhancing K-12 Students' STEM Learning Through the Integration of the Metaverse Into Online and Blended Environments: A Meta-Analysis
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Publisher
Springer Science and Business Media LLC
Link
https://link.springer.com/content/pdf/10.1007/s10763-024-10484-0.pdf
Reference117 articles.
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2. Ahmad, Z., Ammar, M., Sellami, A., & Al-Thani, N. J. (2023). Effective pedagogical approaches used in high school chemistry education: a systematic review and meta-analysis. Journal of Chemical Education, 100(5), 1796–1810. https://doi.org/10.1021/acs.jchemed.2c00739
3. Akman, E., & Çakır, R. (2020). The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics. Interactive Learning Environments, 31(3), 1467–1484. https://doi.org/10.1080/10494820.2020.1841800
4. Arztmann, M., Hornstra, L., Jeuring, J., & Kester, L. (2023). Effects of games in STEM education: A meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 59(1), 109–145. https://doi.org/10.1080/03057267.2022.2057732
5. Avci, Ş. K., Çoklar, A. N., & İstanbullu, A. (2019). The effect of three dimensional virtual environments and augmented reality applications on the learning achievement: A Meta-analysis study. Egitim Ve Bilim-Education and Science, 44(198), 149–182. https://doi.org/10.15390/eb.2019.7969
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