The Effects of Integrating Mobile Devices With Teaching and Learning On Students' Learning Performance - A Meta-Analysis and Research Synthesis
The Effects of Integrating Mobile Devices With Teaching and Learning On Students' Learning Performance - A Meta-Analysis and Research Synthesis
The Effects of Integrating Mobile Devices With Teaching and Learning On Students' Learning Performance - A Meta-Analysis and Research Synthesis
Department of Educational Psychology and Counseling, National Taiwan Normal University, Taiwan, ROC
Grad. Institute of Information and Computer Education, National Taiwan Normal University, Taiwan, ROC
a r t i c l e i n f o
a b s t r a c t
Article history:
Received 12 August 2015
Received in revised form 17 November 2015
Accepted 19 November 2015
Available online 23 November 2015
Mobile devices such as laptops, personal digital assistants, and mobile phones have
become a learning tool with great potential in both classrooms and outdoor learning.
Although there have been qualitative analyses of the use of mobile devices in education,
systematic quantitative analyses of the effects of mobile-integrated education are lacking.
This study performed a meta-analysis and research synthesis of the effects of integrated
mobile devices in teaching and learning, in which 110 experimental and quasiexperimental
journal articles published during the period 1993e2013 were coded and analyzed. Overall,
there was a moderate mean effect size of 0.523 for the application of mobile devices to
education. The effect sizes of moderator variables were analyzed and the advantages and
disadvantages of mobile learning in different levels of moderator variables were synthesized based on content analyses of individual studies. The results of this study and their
implications for both research and practice are discussed.
2015 The Authors. Published by Elsevier Ltd. This is an open access article under the CC
BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
Keywords:
Evaluation methodologies
Pedagogical issues
Teaching/learning strategies
1. Introduction
1.1. Integrating mobile devices with learning and instruction
Mobile computers have gradually been introduced into educational contexts over the past 2 decades. Mobile technology
has led to most people to carry their own individual small computers that contain exceptional computing power, such as
laptops, personal digital assistants (PDAs), tablet personal computers (PCs), cell phones, and e-book readers. This large
amount of computing power and portability, combined with the wireless communication and context sensitivity tools, makes
one-to-one computing a learning tool of great potential in both traditional classrooms and outdoor informal learning.
With regard to access to computers, large-scale one-to-one computing programs have been implemented in many
countries globally (Bebell & O'Dwyer, 2010; Fleischer, 2012; Zucker & Light, 2009), such that elementary- and middle-school
students and their teachers have their own mobile devices. In addition, in terms of promoting innovation in education via
information technology, not only does mobile computing support traditional lecture-style teaching, but through convenient
* Corresponding author. Department of Educational Psychology and Counseling, National Taiwan Normal University, 162, HePing East Road, Section 1,
Taipei, Taiwan, ROC.
E-mail addresses: [email protected] (Y.-T. Sung), [email protected] (K.-E. Chang), [email protected] (T.-C. Liu).
http://dx.doi.org/10.1016/j.compedu.2015.11.008
0360-1315/ 2015 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/
licenses/by-nc-nd/4.0/).
253
information gathering and sharing it can also promote innovative teaching methods such as cooperative learning (Lan, Sung,
& Chang, 2007; Roschelle et al., 2010), exploratory learning outside the classroom (Liu, Lin, Tsai, & Paas, 2012), and gamebased learning (Klopfer, Sheldon, Perry, & Chen, 2012). Therefore, mobile technologies have great potential for facilitating
more innovative educational methods. Simultaneously, these patterns in educational methods will likely not only help
subject content learning, but may also facilitate the development of communication, problem-solving, creativity, and other
high-level skills among students (Warschauer, 2007).
However, despite the proposed advantages of using mobile computing devices for increasing computer accessibility,
diverse teaching styles, and academic performance, currently researchers found mixed results regarding the effects of mobiledevices (e.g., Warschauer, Zheng, Niiya, Cotten, & Farkas, 2014), and very few studies have addressed how best to use mobile
devices, and the effectiveness of doing so.
1.2. Review of the research into integrating mobile devices with teaching and learning
There are seven studies which reviewed the research into integrating mobile devices with teaching and learning and can
be divided into two types according to the devices they focused on: (1) those focused on how laptops are used in schools and
(2) those focused on the applications of various types of mobile device in education (see Appendix A).
Regarding the review of laptop-based programs, Zucker and Light (2009) believed that school programs integrating
laptops into schools have a positive impact on student learning. However, they also believed that laptop use did not achieve
the goals of increasing higher-level thinking and transformation of classroom teaching methods. Penuel (2006) reviewed
30 studies that examined the usage of laptops with wireless connectivity in one-to-one computer programs. Those studies
found that students most often used the laptops to do homework, take notes, and nish assignments. General-purpose
software such as word processors, web browsers, and presentation software were relatively common. Bebell and
O'Dwyer (2010) examined four different empirical studies of laptop programs in schools. They discovered that in most
schools participating in one-to-one programs there were signicant increases in grade-point averages or standardized tests
of student achievement, relative to schools that did not provide such programs. In addition, they found that most students
used their laptops to write, browse the Internet, make presentations, do homework, or take tests. Furthermore, teachers
made more changes to their teaching methods when they had increased opportunities to use laptops. Students participating in one-to-one programs also had a deeper engagement with what they were learning when compared to control
groups.
Fleischer (2012) conducted a narrative research review of 18 different empirical studies on the usage of laptops. These
studies found a large range in the number of hours that students used laptops, from a few days to as little as 1 h per week. The
most frequently used computer functions were searches, followed by expression and communication. In most studies it was
found that students had a positive attitude toward laptops, and felt that they were more motivated and engaged in their
learning, and it was further believed that teachers conducted more student-centered learning activities. Moreover, considerable differences in classroom educational practices arose from the diversity of teachers' beliefs about the usefulness of
laptops. Fleischer (2012) also found several challenges regarding the use of laptops in classrooms, such as encouraging
teachers to change their previous beliefs and teaching methods (e.g., teacher-centered lectures) in response to their students'
greater exibility and autonomy; how to reconcile the conict between the students' desire for independent study and the
need for teachers' guidance; and how to facilitate teachers' competence by designing an appropriate curriculum and teaching
models for laptop usage programs.
With respect to the research on the use of mobile technology in education, Hwang and Tsai (2011) provided a broad
discussion of studies on mobile and ubiquitous learning published in six journals between 2001 and 2010. In their review of
154 articles, they discovered that the use of mobile and ubiquitous learning accelerated markedly during 2008; researchers
mostly studied students of higher education, and the elds most often researched were language arts, engineering, and
computer technology. Frohberg, Goth, and Schwabe (2009) categorized 102 mobile-learning projects, and discovered that
most mobile-learning activities occurred across different settings, and took place within a physical context and an ofcial
environment, such as a classroom or workplace. Regarding the pedagogical roles that mobile devices play in education, most
research has used mobile devices primarily as a sort of reinforcement tool to stimulate motivation and strengthen engagement, and secondarily as a content-delivery tool. Few projects have used mobile devices to assist with constructive thinking
or reection. Furthermore, most learning activities using mobile devices have been controlled by the teacher, with there being
only a handful of learner-centered projects in existence. Concerning the communication functions, very few projects have
made any use of cooperative or team communication. Moreover, the vast majority of studies have made use of novice participants; little research has involved experienced participants. When sorted according to educational goals, it was found that
the vast majority of research has focused on lower-level knowledge and skills, and ignored higher-level tasks such as analysis
and evaluation. Wong and Looi (2011) investigated the inuence of mobile devices on seamless learning. Seamless learning
refers to a learning model that students can learn whenever they want to learn in a variety of scenarios and that they can
switch from one scenario or one context to another easily and quickly (Chan et al., 2006; Wong & Looi, 2011). Wong and Looi
(2011) selected and analyzed a sample of 54 articles on the use of mobile devices to facilitate seamless learning, and found
that all 54 articles contained 10 features, including formal and informal learning, personalized and social learning, and
learning across multiple durations and locations.
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2. Method
2.1. Data sources and search strategy
Journal articles published during the period 1993e2013 were searched electronically and manually, and via reference-list
checking to retrieve the relevant literature. For electronic searches, the main databases were the Education Resources Information Center (ERIC) and the Social Sciences Citation Index database of the Institute of Science Index (ISI). Two sets of
keywords were searched: (1) mobile-device related keywords, including mobile, wireless, ubiquitous, wearable, portable,
handheld, cell phone, personal digital assistant, PDA, palmtop, pad, web pad, tablet PC, tablet computer, laptop, e-book, digital
pen, pocket dictionary, and classroom response system; and (2) learning-related keywords, including teaching, learning,
training, and lectures. The two sets of keywords were combined when searching the electronic databases. Manual searches
included the major journals in educational technology and e-learning, such as the Australian Journal of Educational Technology, British Journal of Educational Technology, Computers & Education, Computer Assisted Language Learning, Educational Technology Research and Development, Journal of Computer Assisted Learning, Language Learning & Technology, and
ReCall.
After collating all of the related literature, another round of searches was conducted using the reference lists found in the
literature yielded by the electronic search to nd any omitted but relevant works.
255
1. The application of mobile devices was the key variable of the study. The experimental group had an intervention that
used mobile devices, and was compared with a control group that used traditional learning. If both the experimental
and control groups used mobile-device interventions, and only the teaching methods were compared, then the study
was excluded (e.g., Hsu, Hwang, Chang, & Chang, 2013; Jeong & Hong, 2013; Li, Chen, & Yang, 2013; Ryu & Parsons,
2012).
2. Sufcient information was presented to calculate effect sizes, such as means, standard deviations, t, F, or c2 values, or the
number of people in each group. Articles in which the sample sizes of each group were not cited, lacked any inferential
statistical results, or had inferential statistical results but were still inadequate for calculating an effect size according to
Lipsey and Wilson (2000) were excluded (e.g., Gleaves, Walker, & Grey, 2007; Langman & Fies, 2010; Purrazzella &
Mechling, 2013; Yang et al., 2013).
3. Experimental results were presented with learning achievement as a major dependent variable measured by standardized
or researcher-constructed tests. Studies for which the results were related to affective variables (e.g., learning attitude or
learning motivation) or interaction between peers but without learning achievement were excluded (e.g., Jian, Sandnes,
Law, Huang, & Huang, 2009; Lan et al., 2007; Mouza, 2008; Siozos, Palaigeorgiou, Triantafyllakos, & Despotakis, 2009).
Application of these criteria yielded 110 articles that were acceptable for inclusion in the meta-analysis. For a complete list
of these references, please see our online supplemental archive.
256
Tan, & Lo, 2013), computer-assisted testing/assessment (using mobile devices for formative assessment or quizzes in
classroom or outdoors, e.g., Agbatogun, 2012), and mixed methods thereof.
4. Domain subject: Domain subjects were analyzed to establish the relative effectiveness of mobile devices for teaching
different subjects, including language arts, social studies, science, mathematics, multidisciplinary (if the mobile devices
were used in several subjects, but measurement of the achievement was presented as a whole instead of separately, this
was coded as multidisciplinary), specic abilities (e.g., spatial ability or creativity), health-care programs, education,
psychology, and computer and information technology.
5. Implementation setting: Implementation settings were included to establish whether the impact of mobile devices on
learning differed according to the environment in which they were used, which included classrooms, outdoors (e.g., zoo or
campus gardens), museum, laboratory, workplaces, and unrestricted settings (devices may be used anywhere).
6. Intervention duration: Different periods of time for the intervention, including periods no more than four hours (4 h),
between ve and 24 h (>4 and 24 h), between one day and seven days (>1 day and 7 days), between one week and four
weeks (>1 week and 4 weeks), between one month and six months (>1 month and 6 months), and more than six
months (>6 months).
X1 X2
d r
(1)
n1 1s21 n2 1s22
n1 n2 2
where X 1 and X 2 represent the mean scores, n1 and n2 represent the sample sizes, and s21 and s22 represent the variances of the
experiment and control groups, respectively.
For experimental or quasiexperimental research with pretests, it was proposed that the pretest should be taken into
consideration instead of using the posttest in order to mitigate possible selection bias (Furtak, Seidel, Iverson, & Briggs, 2012;
Morris, 2008). Hence, the formula developed in Comprehensive Meta Analysis (version 2.0) was used to obtain effect sizes for
research with pre- and posttests:
ESPre=Post Test Two Groups
X1
Post
X1
X2
SDPost
Pre
Post
X2
Pre
(2)
where X 1 Pre and X 1 Post represent the mean scores of the experimental group for the pretest and posttest, respectively, and
X 2 Pre and X 2 Post represent the mean scores of the control group for the pretest and posttest, respectively. SDPost can be
calculated as follows:
SDPost
s
n2 Post 1 s22 Post n1 Post 1 s21 Post
n2 Post n1 Post 2
(3)
where n1 Post and n2 Post represent the sample sizes of the experimental and control groups, respectively, for the posttest,
while s21 Post and s22 Post represent the variances of the experimental and control groups, respectively.
The two types of effect sizes were calibrated using the sample weights to calculate a Hedges' g according to
g
1
3
d
4df 1
(4)
257
258
Table 1
Categories and learning achievement effect sizes for 110 articles.
Variable
Category
Proportion of
studies
Learning stage
1.
2.
3.
4.
5.
6.
7.
Kindergarten
Elementary school
Middle school
High school
College
Adults
Mixed
1
38
10
10
43
2
8
2
97
47
47
128
4
94
0.009
0.339
0.089
0.089
0.384
0.018
0.071
0.005
0.232
0.112
0.112
0.305
0.010
0.224
0.103
0.654
0.512
0.390
0.599
2.474
0.084
Intervention
duration
1.
2.
3.
4.
5.
6.
7.
Not mentioned
4 h
> 4, 24 h
>1, 7 days
>1 week, 4 weeks
>1 month, 6 months
>6 months
7
23
2
5
28
36
9
23
86
18
9
95
100
88
0.064
0.209
0.018
0.045
0.255
0.327
0.082
0.055
0.205
0.043
0.021
0.227
0.239
0.210
0.782
0.521
0.385
0.369
0.643
0.630
0.290
Hardware used
1. Not mentioned
2. Handhelds
3. Laptop
4. Tablet PC
5. Cell phone
6. iPod or MP3 player
7. E-book reader
8. Digital pen
9. Pocket dictionary
10. Classroom response systems
11. Mixed
2
40
14
8
24
5
2
1
2
8
4
8
87
109
19
84
16
41
1
11
31
12
0.018
0.364
0.127
0.073
0.218
0.045
0.018
0.009
0.018
0.073
0.036
0.019
0.208
0.260
0.045
0.200
0.038
0.098
0.002
0.026
0.074
0.029
1.421
0.743
0.276
0.615
0.676
0.524
0.693
0.217
0.160
0.369
0.273
Software used
1. Not mentioned
2. General purpose
3. Learning-oriented
3
38
69
29
223
167
0.027
0.345
0.627
0.069
0.532
0.399
0.355
0.494
0.626
Implementation
setting
0.
1.
2.
3.
4.
5.
6.
7.
2
55
4
3
17
18
3
8
3
242
13
12
27
94
14
14
0.018
0.500
0.036
0.027
0.155
0.164
0.027
0.073
0.007
0.578
0.031
0.029
0.064
0.224
0.033
0.033
0.700
0.487
0.833
0.329
0.760
0.480
0.247
1.032
Teaching method
1. Not mentioned
2. Lectures
3. Discovery and exploration
4. Cooperative learning
5. Problem-solving
6. Game-based learning
7. Self-directed study
8. Podcasting
9. Computer-assisted testing
10. Project-based learning
11. Mixed
9
13
13
9
10
4
34
1
6
1
10
84
45
25
60
32
7
122
6
8
7
23
0.082
0.118
0.118
0.082
0.091
0.036
0.309
0.009
0.055
0.009
0.091
0.200
0.107
0.060
0.143
0.076
0.017
0.291
0.014
0.019
0.017
0.055
0.186
0.556
0.920
0.261
0.572
0.404
0.521
0.153
0.660
2.551
0.847
Domain subject
1. Language arts
2. Social studies
3. Science
4. Mathematics
5. Multidisciplinary
6. Specic abilities
7. Health-care programs
8. Education
9. Psychology
10. Computer
and
information
technology
41
5
27
12
1
5
7
3
3
14
169
10
78
41
6
24
18
6
7
60
0.347
0.042
0.229
0.102
0.008
0.042
0.059
0.025
0.025
0.119
0.403
0.024
0.186
0.098
0.014
0.057
0.043
0.014
0.017
0.143
0.593
0.776
0.578
0.338
0.333
0.103
0.535
0.381
0.467
0.716
Not mentioned
Classroom
Museum
Laboratory
Outdoors
Unrestricted
Workplaces
Mixed
explanations, including differences in the meta-analysis methodology, dependent variable measurements, or software
employed. Whether computer-based instruction would be able to enhance students' learning motivation remained
equivocal (e.g., Jabbar & Felicia, 2015; Wouters, van Nimwegen, van Oostendorp, & van der Spek, 2013). Our study found
that mobile learning was able to facilitate students' affective learning outcomes, which provides more convergent evidence
for the effects of using computers in learning and teaching. Possible reasons may include that mobile learning integrated
259
Fig. 1. Histogram of the hardware used in mobile devices assisted learning across time.
Fig. 2. Histogram of the implementation setting in mobile devices assisted learning across time.
Fig. 3. Histogram of the domain subjects in mobile devices assisted learning across time.
more diverse type of teaching/learning strategies and involved more different learning scenarios in different situations (see
next section for more descriptions). However, because many of the articles included in our study used teaching programs
lasted for very short-term durations (see next section), the effect of novelty for technology should be taken into
consideration.
260
261
Table 2
The learning-achievement effect sizes of categories and their related moderator variables.
Category
95% CI
Learning stage
1. Young children
2. Secondary-schoolers
3. Adults
4. Mixed
39
20
43
8
0.636
0.451
0.552
0.086
8.000***
4.274***
7.360***
0.503
[0.480e0.791]
[0.244e0.658]
[0.405e0.700]
[0.248 to 0.419]
Hardware used
1. Not mentioned
2. Handhelds
3. Laptops
4. Mixed
2
78
24
3
1.416
0.591
0.309
0.044
4.491***
10.992***
3.350**
0.173
[0.798e2.033]
[0.485e0.696]
[0.128e0.490]
[0.460 to 0.548]
Software used
1. Not mentioned
2. General purpose
3. Learning-oriented
3
37
68
0.347
0.429
0.590
1.262
5.407***
9.699***
[0.192 to 0.886]
[0.273e0.584]
[0.471e0.709]
Implementation setting
1. Not mentioned
2. Formal settings (classroom, laboratory, hospital)
3. Informal settings (museum, outside)
4. Unrestricted
2
60
21
25
0.701
0.430
0.768
0.550
2.069*
7.328***
7.096***
5.887***
[0.037e1.365]
[0.315e0.545]
[0.556e0.980]
[0.367e0.734]
Teaching method
1. Not mentioned
2. Lectures
3. Inquiry-oriented learning
4. Cooperative learning
5. Game-based learning
6. Self-directed learning
7. Computer-assisted testing
8. Mixed
9
12
24
9
4
34
6
10
0.186
0.394
0.844
0.261
0.407
0.440
0.656
0.839
1.369
3.120**
8.400***
1.673
1.922
5.492***
3.661***
5.702***
[0.080 to 0.452]
[0.146e0.641]
[0.647e1.041]
[0.045 to 0.566]
[0.008 to 0.822]
[0.283e0.597]
[0.305e1.006]
[0.550e1.127]
Intervention duration
1. Not mentioned
2. 1 week
3. >1, 4 weeks
4. >1 month, 6 months
5. >6 months
7
30
27
35
9
0.770
0.479
0.552
0.566
0.287
4.181***
5.175***
5.644***
6.870***
1.942
[0.409e1.130]
[0.298e0.661]
[0.360e0.743]
[0.405e0.728]
[0.003 to 0.577]
Domain subjects
1. Language arts
2. Social studies
3. Science
4. Mathematics
5. General
6. Professional subjects
39
5
27
12
6
27
0.473
0.768
0.565
0.337
0.151
0.592
6.352***
3.682***
6.397***
2.628**
0.868
6.808***
[0.327e0.619]
[0.359e1.177]
[0.392e0.738]
[0.086e0.588]
[0.190 to 0.491]
[0.422e0.763]
QB
R2
9.226*
0%
18.426***
7%
3.025
0%
7.993*
8%
26.744***
12%
4.924
0%
9.108
0%
were short, students could efciently use their short periods of spare time to take small bites out of the material. Another
example is the use of cell phones to communicate, make records, and give and receive feedback. These functions can remind
students about their learning schedule, and promote self-awareness (Liu, Tao, & Nee, 2008; Runyan et al., 2013) and selfregulation (Kondo et al., 2012). The aforementioned advantages of the handhelds created the environment for seamless
learning, which should be able to prompt better learning outcomes.
According to the analysis result, the implementation of handhelds induced higher learning outcomes than the implementation of laptops. It is perhaps due to the fact that studies with handhelds tend to integrate innovative teaching methods
(Lu, 2012). Among the handheld research, there was 31.6% employing teaching methods, such as inquiry-oriented and
cooperative learning (Table C1 of Appendix C). In contrast, in a large portion of the laptop-related studies (50.0%, Table C1 of
Appendix C), the computers were placed into the classroom and used simply for lectures, self-directed study, or with no
specic teaching methods.
It is important to note here that most of the research on handhelds in education has involved only short-term interventions, with 29.1% (Table C2 of Appendix C) testing their effectiveness within 1 week. These users of handhelds also
probably experienced a transient effect because of their novelty (Kulik & Kulik, 1991). In contrast, most of the research on
laptops involved long-term use, with 25.0% (Table C2 of Appendix C) being used for > 6 months. Long-term laptop use without
appropriate supporting logistics may reduce both the students' level of commitment and the teachers' willingness to use
computers to integrate their teaching with the students' learning (Drayton, Falk, Stroud, Hobbs, & Hammerman, 2010; Inan &
Lowther, 2010; Penuel, 2006).
262
263
structured, and to sharply focus the students' learning process by integrating mobile devices with other peripheral devices
such as camcorders, positioning functions, and measuring facilities.
3.3.5. Teaching methods
The data regarding the effect size for different teaching methods are given in Table 2. Three high effect sizes were found for
inquiry-oriented (g 0.844, z 8.400, p < .001), mixed methods (g 0.839, z 5.702, p < .001), and computer-assisted
testing (g 0.656, z 3.661, p < .001). Lectures (g 0.394, z 3.120, p .002) and self-directed study (g 0.440,
z 5.492, p < .001) were around medium effect sizes. However, cooperative learning (g 0.261, z 1.673, p .094) and
game-based learning (g 0.407, z 1.922, p .055) did not show signicant effect sizes. The QB achieved statistical signicance (QB 26.744, p < .001), indicating that the average effect sizes differed signicantly among the various categories.
The R2 was 12%, meaning that 12% of total between-study variance in effects can be explained by teaching methods.
The unique features of mobile devices can enhance the essential functionalities of certain specic teaching methods, and
thus promote educational outcomes. Because each student has his own mobile device, this individuality combined with
wireless communication enabled more accessible self-paced and self-directed study. Combining the features of individuality
and instant message delivery resolves the past difculties of putting instant formative assessment into the classroom (e.g.,
Chen & Chen, 2009), such that these assessments can even be performed outdoors with equal ease (e.g., Shih, Kuo, & Liu,
2012). Another feature that empowers the teaching and learning process is the portability and context awareness of mobile devices. These two features allow learners to exploit the information in the environments in which they are situated, and
to retrieve, record, and react to the data needed to resolve their learning issues by traversing multiple learning environments,
such as eldwork and museums (e.g., Tan, Liu, & Chang, 2007).
It is note-worthy that although researchers (Kukulska-Hulme & Shield, 2008; Roschelle & Pea, 2002) have proposed that
conveying information and giving feedback via mobile devices can help to keep learners in touch with their peers, promote
discussions, and to facilitate the effects of cooperative learning, our study found that in general theses features did not help
enhance cooperative learning outcomes. The researchers of cooperative learning used mobile devices' features of individuality and sharing coupled with mechanisms for enhancing social interaction, such as co-constructing concept maps (Lai
& Wu, 2006), peer evaluation (Lan et al., 2007; Roschelle et al., 2010), and building consensus (Zurita & Nussbaum, 2004).
Interestingly, perhaps these methods had facilitated the positive interactive relationships among team members (e.g., Lan
et al., 2007; Zurita & Nussbaum, 2004), however, these teaching methods did not enhance the learning outcomes
compared with the cooperative scenarios without using mobile devices. There are at least two possible reasons for the results.
Firstly, the cooperative learning tasks in those studies, when coupled with mobile devices, may be helpful for increasing the
interactive behaviors and social cohesions among team members. However, the increased social cohesion may not be
powerful enough to enhance learning achievement. As Slavin (2012) proposed, whether higher social cohesion is related with
higher learning achievement is not conclusive. Those methods used in the above-noted research may be insufcient to
empower the cognitive elaboration processes imperative for enhancing students' learning. In those studies students in both
the control and treatment groups received cooperative treatments: The only difference was mobile-device usage. Thus, the
inherent effects of mobile devices may not go much beyond sharing, communicating, and consensus building. Therefore,
elaborate design of learning scenarios, such as mechanisms for prompting questioning and explanatory strategies (Byun, Lee,
& Cerreto, 2014; Gillies & Haynes, 2011) specically related with the learning content, may be needed to be incorporated into
the mobile-device based activities in order to enhance students' cognitive elaboration processes and outcomes. The second
possible reason is that the intervention durations of the mobile-based cooperative learning programs were not long enough
to produce positive effects. Researchers have proposed that several weeks of duration is helpful for producing positive
learning outcomes in cooperative learning (Slavin, 1993), as sufcient time is important for learners to get familiar with team
members, tasks, and required procedure (Slavin, 1977). Time for familiarization may be even more important for mobiledevices based cooperative learning because learners need time to get familiar not only with members, tasks, and procedure, but also with the hardware and software. Most of the research included in our study lasted for less than one month,
which may be too short for the programs to produce sound effects.
Another note-worthy nding is that game-based learning did not achieve a signicant overall effect in mobile learning,
either. The major reason may be that most of the studies (e.g., Ketamo, 2003; Kim et al., 2011; Riconscente, 2013) focused on
using the mobile devices to provide learners with a handy and individualized game-based environment to enhance their
motivation and engagement. However, the relationships between the concepts to be learned and the content of the game may
not have been closely integrated, and therefore the effects of learning might not have been illustrated.
Researchers have pointed out that computer interventions in education have not yet led to practical implementations of
innovative educational methods (Ertmer & Ottenbreit-Leftwich, 2010; Gerard, Varma, Corliss, & Linn, 2011). Contrarily, it was
found in the present study that mobile devices seemed to elicit much more diverse and innovative educational methods from
researchers.
3.3.6. Intervention duration
When the not-mentioned category is ignored, interventions of >1 month and 6 months duration (g 0.566, z 6.870,
p < .001), those of >1 week and 4 weeks duration (g 0.552, z 5.644, p < .001), and those 1 week had medium effect
sizes (g 0.479, z 5.175, p < .001). Interestingly, interventions conducted for durations of >6 months had a non-signicant
264
effect size (g 0.287, z 1.942, p .052). The QB was not signicant (QB 4.924, p .295), which suggests that the effect size
did not differ signicantly between these categories.
The non-signicance of the effect size in long-term duration (>6 months) is counterintuitive, but consistent with those of
Kulik and Kulik (1991), who found that computer-based instruction had a greater effect when the duration was shorter. Kulik
and Kulik (1991) and Cheung and Slavin (2013) proposed three reasons for why short-term treatments have better effects:
high novelty value, stronger interventional supports, and different measurement tools for the dependent variables. These
explanations are also applicable to the present ndings. In most studies with intervention durations less than 6 months, the
use of mobile devices and the applied teaching methods were both novel, so the students were more easily engaged in the
activity. Cross-analysis of intervention duration with other moderator variables provides data that supports these arguments.
For example, most research that took place over a 6-month period used general-purpose software (66.7%; Table C2 of
Appendix C), which did not necessarily match the needs of the learning scenarios in specic learning topics. Furthermore,
around half of the studies (44.4%; Table C2 of Appendix C) with durations of >6 months placed the computers directly in the
classroom and did not specify the teaching methods to be used to achieve specic educational goals. Conversely, 57.1% of the
studies lasting for >1 month and 6 months used learning-oriented software for specic teaching and learning goals, and
94.3% specied a specic teaching strategy instead of simply using computers for some unspecied purpose in the classroom
(Table C2 of Appendix C).
In terms of the interventional supports, in most short-term studies, researchers could gather all of their resources for one
shot, so they chose the most appropriate hardware and software with more diverse functionality, prepared more elaborate
learning activities, and made every effort to control confounding factors. However, in studies lasting >6 months, the longer
duration made it more difcult to support the use of diverse resources, nding logistic assistance for technological problems,
and maintaining the enthusiasm associated with using new technologies. For example, Shapley, Sheehan, Maloney, and
Caranikas-Walker (2010) found that in laptop immersion schools, after four years of implementation, only 6 of 21 schools
reached a substantial level of immersion, and the level of student access and use of laptops in classrooms declined during the
period of implementation because of insufcient support.
Research in the eld of education mostly advocates that long-term teaching interventions are important for obtaining
reliable results (Hsieh et al., 2005; Pressley & Harris, 1994), but in the present study it was found that long-term interventions
with mobile devices in classrooms did not necessarily lead to better effects. Such ndings echo comments made by many
researchers about the use of laptops in the classroom: If computers are simply given to teachers and students to use for a long
time without any positive guidance, it will not necessarily produce satisfactory educational outcomes (Holcomb, 2009;
Zucker & Light, 2009), especially for higher levels learning skills such as reasoning and problem solving (Drayton et al.,
2010). In order for there to be abundant effects, long-term interventions need logistical support to integrate advanced
technologies with innovative and elaborate educational methods. Information technology applications in the classroom must
rst go through adoption and adaptation before they can proceed to innovation. These processes are also likely to take longer
than 1 year (Gerard et al., 2011), or even up to 3 years (Bebell & O'Dwyer, 2010). During such a long-term process, if the main
support provided to teachers and students is enthusiasm rather than appropriate support such as hardware, software, and
instructional designs, computer use in the classroom will ultimately be merely supercial.
3.3.7. Domain subjects
The data in Table 2 indicate the effect sizes for different domain subjects. Social studies (g 0.768, z 3.682, p < .001) had
a high effect size, while professional subjects (g 0.592, z 6.808, p < .001), science (g 0.565, z 6.397, p < .001), language
arts (g 0.473, z 6.352, p < .001) and mathematics (g 0.337, z 2.628, p .009) had medium effect sizes. No signicant
effect size was obtained for using mobile devices for domain-general abilities (g 0.151, z 0.868, p .386). The QB did not
achieve statistical signicance (QB 9.108, p .105), which shows that the average effect size did not differ signicantly
among these categories.
Table 3
Results of the classic fail-safe N.
Z value for observed studies
p value for observed studies
Alpha
Tail
Z for alpha
Number of observed studies
Number of missing studies that would bring the p value to >alpha
22.51
0.00
0.05
2.00
1.96
108.00
4144.00
265
Table 4
Results of Orwin's fail-safe N.
Hedges' g in observed studies (xed effect)
Criterion for a trivial Hedges' g
Mean Hedges' g in missing studies
Number of missing studies needed to bring Hedge's g to under 0.01
0.33
0.01
0.00
3423.00
number of missing null studies required to bring the existing overall mean effect size to a trivial level (g 0.01) was 3423.
Both tests suggest that publication bias could not explain the signicant positive effects observed across all studies.
4. Conclusions and implications
Analysis of the empirical research on the use of mobile devices as tools in educational interventions that were published in
peer-reviewed journals has revealed that the overall effect of using mobile devices in education is better than when using
desktop computers or not using mobile devices as an intervention, with a moderate effect size of 0.523. Through the analysis
of moderator variables, we found that many different combinations of hardware, software, and intervention durations for
mobile devices have been applied to various ages of users, implementation settings, teaching methods, and domain subjects.
The effect of such usage was greater for handhelds than for laptops; usage in inquiry-oriented learning was more effective
than usage along with lectures, self-directed study, cooperative learning, and game-based learning; informal educational
environments were more effective than their formal counterparts, and medium- and short-duration interventions were
superior to long-term interventions. These ndings will contribute to a better understanding of where, for whom, and in
which way the use of mobile devices in the learning environment will best highlight the effects of particular educational
methods, and reveal the limitations of mobile devices in education.
Based on the ndings of this study, it is proposed that more elaborate instructional design developments are needed to
more thoroughly exploit the educational benets possible by utilizing mobile devices. We believe that the three implications
proposed below will be helpful for facilitating and achieving these goals.
4.1. Leveraging the pedagogical effects of mobile devices through elaborate designs of learning/teaching scenarios
Mobile devices have various distinctive features such as individualized interfaces, real-time access to information, context
sensitivity, instant communication, and feedback. These features may be able enhance the effects of certain pedagogies, such
as self-directed learning, inquiry learning, or formative assessment. However, it is note-worthy that the features of mobile
devices are not sufcient conditions for positive learning effects. The minor effects of mobile-device-based cooperative and
game-based learning in our study illustrated this fact. Instructional strategies are important for effective learning with information technology (Lan, 2014; Lan, Sung, Cheng, & Chang, 2015; Liu, Lin, & Paas, 2014). Researchers must nd the key to
integrating mobile devices with instructional strategies and ingeniously match the unique features of mobile devices to the
resolution of specic pedagogic challenges. Doing so will maximize the impact of those features on learning outcomes.
Some examples include using the instant-feedback functions to solve the difculty of efciently executing and managing
formative assessment in a class with many students (Penuel, Roschelle, & Shechtman, 2007) and, for cooperative groups,
using wireless communication to facilitate between-group scaffoldings and to avoid idling (Lan et al., 2007). As one of the
most used strategies in mobile learning/teaching, self-directed study is an example of a method that deserves more attention
paid to pairing specic features to specic challenges to yield improved results. In addition, most of the studies in our research
utilized mobile devices' features of individuality and wireless communication capacity for self-directed learning, such as
learning vocabularies through messaging services or using word processors for writing. However, few studies in our research
provided their mechanisms for using the instant feedback to facilitate the interaction between mobile devices and users (e.g.,
Oberg & Daniels, 2013; Ozcelik & Acarturk, 2011), which is an important element of effective self-directed learning with
computers. Therefore, more elaborate methods of implementation, such as a monitoring mechanisms for learning EFL vocabularies through the message services of cell phones, an annotation system for reading e-books (e.g., Hwang, Shadiev, &
Huang, 2011), speech recognition for providing feedback to students' oral practices (e.g., Tanner & Landon, 2009), etc.,
should be considered to enhance the interaction between learner and computers and the effects of self-directed learning.
4.2. Enhancing the quality of the experimental design for mobile intervention
While it was found in this study that mobile devices can enhance educational effects, the actual impact of mobile learning
programs needs to be enhanced by longer intervention durations, closer integration of technology and the curriculum, and
further assessment of higher-level skills.
The intervention duration will affect the reliability and ecological validity of mobile learning programs. Of all of the
included interventions in this study, those with durations of >6 months constituted only about 8.3% of the research, and more
than 27.2% took place within 1 week. With short programs, and especially those that last for only hours, it is difcult to prove
that any effects are produced by the features of mobile-integrated instruction rather than by the experience of technology
266
novelty. Moreover, short-term projects may adapt poorly to regular classroom practices that may last for several months.
Another issue related to teaching duration is the closeness of the integration between mobile devices and the curriculum.
Most of the short programs included in our study involved only one or two units of teaching materials in the curriculum of a
whole semester. Although it is not necessary for a teacher to use mobile devices in every class, different units or topics may
involve different instructional designs when such devices are being used, and hence an iterative trial process is likely to be
needed to determine the optimal procedure for the best effects. Therefore, an abundance of mobile learning units will help to
provide exemplar models for teachers and enhance the possibility of transferring practices to different lessons. Furthermore,
in terms of research, it can improve the reliability and ecological validity of mobile programs in education. Based on the above
considerations, researchers may consider appropriate intervention durations according to the skills or teaching methods to be
developed with mobile devices. For example, for vocabulary-learning, bite-size materials and short-term durations may be
appropriate for learners, but for more complex skills or methods such as inquiry or cooperative learning, longer interventions
may be needed to warrant the effect of mobile programs.
Another effect of mobile usage that could be strengthened is the expansion of measurements of dependent variables. Most
of the studies in our research currently still placed the interests on achievement in content knowledge (e.g., Liu, 2009; Wang
& Wu, 2011), and methods for measuring higher-level skills were scarce. Mobile devices were expected to encourage
innovation in education and increase high-level abilities (Frohberg et al., 2009; Sung, Chang, & Yang, 2015; Zucker & Light,
2009). Yet most of the research collected for this study focused on increasing content learning, and even though the
designed educational activities involve explorative, communication, and cooperative skills, the dependent variables had
almost no connection with these skills. For example, in the database of our research, only 5 of the 9 experimental/quasi
experimental studies explored the interactive behaviors of students during their mobile learning; furthermore, none of the 24
inquiry-oriented learning recorded and investigated process-related skills such as hypothesis-formation and hypothesistesting. Therefore, including dependent variables besides content knowledgedsuch as problem-solving, critical thinking,
interactive communication, or creative innovation skillsdin the measurements will make the persuasiveness of the
educational effects of mobile devices much more convincing.
4.3. Empowering educational practitioners through the orchestration of mobile devices, software, and pedagogical design
Scholars (e.g., Gao, Liu, & Paas, in press; Liu et al., 2012) have gradually reached a consensus that exerting the maximum
effect of information technology in the educational eld requires reconciliation of the connection among the components of
technology (hardware and software), educational context and missions (e.g., learning and teaching processes in different
settings), and users (teachers and students) in order to overcome many of the limitations present in the eld. Scholars
rez, 2013) came to agree that the
(Dillenbourg, Nussbaum, Dimitriadis, & Roschelle, 2013; Dimitriadis, Prieto, & Asensio-Pe
efforts of building harmonious relationships among those components to enable compatible, efcient, and effective
technology-enhanced teaching and learning environments may be called orchestration. To achieve orchestration in mobileintegrated education requires the pursuit of at least two directions for research and practices. The rst is strengthening the
functions and expanding the applicability and breadth of learning-oriented software. For example, the research analyzed in
this study paired many different learning-oriented software programs with educational activities (e.g., reciprocal teaching,
inquiry learning, and formative assessment) that have already proven effective. That software may be modied to provide the
functionality of authoring tools that allow teachers to exibly arrange their own teaching and learning ows in the classroom.
The second direction is strengthening professional teacher-development programs for mobile-enhanced instruction. Most
review research into the use of mobile devices for education has emphasized that one of the largest obstacles to implementing effective mobile learning programs is insufcient preparation of the teachers (Frohberg et al., 2009; Penuel, 2006).
The essence of effective professional development for technology-enhanced inquiry proposed by Gerard et al. (2011) is also
applicable to mobile learning programs. Teachers should be encouraged to modify already developed mobile-integrated
education programs, and to gradually customize them into their own personalized program rather than simply designing
their own program around the use of technology. The latter approach implicitly leads teachers to technology-adapted instruction, which means that the educational practices of the teachers may be restricted by the functions of technology, and
may make it difcult for teachers to change their existing beliefs and habits. In contrast, customizing existing research-based
mobile learning programs not only transfers researchers' visions and experiences for the use of technology to teachers, but
also minimizes the time teachers spend on formulating new ideas and performing trial-and-error iterative procedures
(Gerard et al., 2011; Penuel et al., 2007). To facilitate the transition of researchers' vision, experiences, and skills to school
teachers, it is also helpful to involve university-level researchers as mentors or collaborators. Diverse functions and types of
hardware and software are available for mobile devices, but conversely the complexity is also high, and hence designing and
using them can readily impose additional overhead on teachers. The plethora of technological knowledge and resources that
are available to researchers for educational technology means that their participation in a program can result in their
knowledge and experience greatly assisting the teachers' autonomy in implementation.
Another note-worthy fact is that, despite the importance of teachers' professional development during their adoption of
and adaptation to mobile-device based teaching (Newhouse, Williams, & Pearson, 2006; Penuel & Yarnall, 2005), the investigations into increasing the education of teachers regarding the use of mobile devices have been extremely limited.
Therefore, more in-depth experimental research is needed into how teachers reconcile mobile hardware and software, lesson
content, teaching methods, and educational goals.
267
Acknowledgment
This research was supported by grants from the Ministry of Science and Technology, Taiwan (101-2511-S-003-047-MY3;
102-2911-I-003-301; 102-2511-S-003-001-MY3; 103-2911-I-003-301; 103-2511-S-003 -058 -MY3; 104-2511-S-003 -018
-MY3), and the Aim for the Top University Project of National Taiwan Normal University.
Appendix A. Related review of the research into Integrating Mobile Devices with Teaching and Learning.
Study
Devices are
focused on
Method
Penuel (2006) synthesized ndings from research and evaluation studies that analyzed
implementation and effects of one-to-one initiatives from a range of countries. Factors
related to successful implementation reported in the research include extensive
teacher professional development, access to technical support, and positive teacher
attitudes toward student technology use. Penuel (2006) found that outcome studies
with rigorous designs are few, but those studies that did measure outcomes
consistently reported positive effects on technology use, technology literacy, and
writing skills.
Frohberg et al. Laptops
Narrative 102 (mobile
Frohberg et al. (2009) used a mobile learning framework to evaluate and categorize
(2009)
review
learning projects) 102 mobile learning projects, and to briey introduce exemplary projects for each
category. Despite the fact that mobile phones initially started as a communication
device, communication and collaboration play a surprisingly small role in Mobile
Learning projects.
Zucker and
Laptops
Narrative 31(not provided
Zucker and Light (2009) found research in many nations suggests that laptop programs
Light (2009)
review
publication list)
will be most successful as part of balanced, comprehensive initiatives that address
changes in education goals, curricula, teacher training, and assessment.
Laptops
Narrative 5
Bebell and O'Dwyer (2010) summarized evidence that participation in the 1:1
Bebell and
review
computer programs was associated with increased student and teacher technology
O'Dwyer
use, increased student engagement and interest level, and modest increases in student
(2010)
achievement.
Hwang and
Various types of Content 154(not provided Hwang and Tsai (2011) examined the mobile or ubiquitous learning papers published
Tsai (2011) mobile device
analysis publication list)
in the Social Science Citation Index (SSCI) database from 2001 to 2010. Hwang and Tsai
(2011) found that the number of articles has signicantly increased during the past 10
years; moreover, researchers from the different countries have contributed to the
related eld in recent years.
Wong and Looi Laptops
Narrative 54
Wong and Looi (2011) aimed to further investigate the meaning of seamless learning
(2011)
review
and the potential ways to put it in practice. Through a thorough review of recent
academic papers on mobile-assisted seamless learning (MSL), Wong and Looi (2011)
identify ten dimensions that characterize MSL.
Fleischer
Narrative review Narrative 18
Fleischer (2012) reviewed cross-disciplinary accumulated empirical research on one(2012)
review
to-one computer projects in school settings as published in peer-reviewed journals
between 2005 and 2010, particularly the results of teacher- and pupil-oriented
studies. The results of Fleischer (2012) show that the research field has not developed
substantially since the previously published reviews. One the other hand, Fleischer
(2012) discussed the reasons for this lack of development, as well as the need for
political, scholarly and epistemological awareness when researching questions of oneto-one computer projects.
Appendix B. Forest plot of the effect sizes and 95% CI of the 110 articles.
269
Table C1
Cross-analysis of teaching methods, domain subjects, and hardware used.
Teaching method
Not
Lectures
mentioned
Inquiry-oriented Cooperative
learning
learning
Domain
Language
6 (15.4%) 1 (2.6%)
2 (5.1%)
subjects arts
Social studies 0 (0.0%)
0 (0.0%) 3 (60.0%)
Science
2 (7.4%)
5 (18.5%) 11 (40.7%)
Mathematics 2 (16.7%)
0 (0.0%) 2 (16.7%)
General
3 (50.0%)
0 (0.0%)
0 (0.0%)
Professional
1 (3.7%)
6 (22.2%) 6 (22.2%)
subjects
Total
14 (12.1%) 12 (10.3%) 24 (20.7%)
Hardware Not
used
mentioned
Handhelds
Laptops
Mixed
Total
Software
used
Not
mentioned
General
purpose
Learningoriented
Total
0 (0.0%)
2
6
1
9
0 (0.0%)
Game-based
learning
Selfdirected
study
5 (12.8%)
0 (0.0%)
20 (51.2%)
0 (0.0%)
1 (3.7%)
2 (16.7%)
0 (0.0%)
2 (7.4%)
1 (20%)
0 (0.0%)
3 (25.0%)
0 (0.0%)
0 (0.0%)
0 (0.0%)
2 (7.4%)
1 (8.3%)
3 (50.0%)
8 (29.6%)
4 (3.4%)
34 (29.3%)
10 (8.6%)
1 (50.0%)
0 (0.0%)
0 (0.0%)
7 (8.9%)
2 (8.3%)
0 (0.0%)
9 (8.3%)
3 (3.8%)
1 (4.2%)
0 (0.0%)
4 (3.7%)
1 (50.0%)
27
4
2
34
Mixed
Computerassisted testing
Total
4 (10.3%) 1 (2.6%)
39 (100%)
0 (0.0%)
5 (18.5%)
1 (8.3%)
0 (0.0%)
0 (0.0%)
5
27
12
6
27
10 (8.6%)
1 (20%)
1 (3.7%)
1 (8.3%)
0 (0.0%)
4 (14.8%)
8 (6.9%)
0 (0.0%)
0 (0.0%)
(34.2%)
(16.7%)
(66.7%)
(31.5%)
6 (7.6%)
4 (16.7%)
0 (0.0%)
10 (9.3%)
6 (7.6%)
0 (0.0%)
0 (0.0%)
6 (5.5%)
0 (0.0%)
0 (0.0%)
(100%)
(100%)
(100%)
(100%)
(100%)
116 (100%)
2 (100%)
79
24
3
108
(100%)
(100%)
(100%)
(100%)
1 (33.3%)
0 (0.0%)
0 (0.0%)
1 (33.3%)
0 (0.0%)
1 (33.3%)
6 (16.2%)
9 (24.3%)
5 (13.5%)
1 (2.7%)
0 (0.0%)
13 (35.1%)
2 (5.4%)
1 (2.7%)
37 (100%)
2 (2.9%)
3 (4.4%)
19 (27.9%)
7 (10.2%)
4 (5.9%)
20 (29.4%)
8 (11.8%) 5 (7.4%)
68 (100%)
9 (8.3%)
4 (3.7%)
34 (31.5%)
9 (8.3%)
12 (11.1%) 24 (22.2%)
10 (9.3%)
6 (5.6%)
3 (100%)
108 (100%)
Table C2
Cross-analysis for intervention durations, hardware used, software used, and teaching methods.
Intervention duration
Not mentioned
1 week
>1, 4 weeks
>6 months
Total
Hardware used
Not mentioned
Handhelds
Laptops
Mixed
Total
0 (0.0%)
4 (5.1%)
3 (12.5%)
0 (0.0%)
7 (6.5%)
0 (0.0%)
23 (29.1%)
5 (20.8%)
2 (66.7%)
30 (27.8%)
0 (0.0%)
20 (25.3%)
6 (25.0%)
1 (33.3%)
27 (25.0%)
2 (100.0%)
29 (36.7%)
4 (16.7%)
0 (0.0%)
35 (32.4%)
0 (0.0%)
3 (3.8%)
6 (25.0%)
0 (0.0%)
9 (8.3%)
2
79
24
3
108
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
Software used
Not mentioned
General purpose
Learning-oriented
Total
1
2
4
7
(33.3%)
(5.4%)
(5.9%)
(6.5%)
0 (0.0%)
7 (18.9%)
23 (33.8%)
30 (27.8%)
2
7
18
27
(66.7%)
(18.9%)
(26.5%)
(25.0%)
0 (0.0%)
15 (40.5%)
20 (29.4%)
35 (32.4%)
0 (0.0%)
6 (16.2%)
3 (4.4%)
9 (8.3%)
3
37
68
108
(100.0%)
(100.0%)
(100.0%)
(100.0%)
Teaching method
Not mentioned
Lecture
Inquiry-oriented
Cooperative learning
Game-based learning
Self-directed study
Mixed
Computer-assisted testing
Total
1 (11.1%)
1 (8.3%)
3 (12.5%)
0 (0.0%)
0 (0.0%)
1 (2.9%)
0 (0.0%)
1 (16.7%)
7 (6.5%)
1 (11.1%)
5 (41.7%)
9 (37.5%)
2 (22.2%)
2 (50.0%)
9 (26.5%)
0 (0.0%)
2 (33.3%)
30 (27.8%)
1 (11.1%)
0 (0.0%)
5 (20.8%)
4 (44.4%)
2 (50.0%)
13 (38.2%)
1 (10.0%)
1 (16.7%)
27 (25.0%)
2 (22.2%)
5 (41.7%)
7 (29.2%)
2 (22.2%)
0 (0.0%)
11 (32.4%)
6 (60.0%)
2 (33.3%)
35 (32.4%)
4 (44.4%)
1 (8.3%)
0 (0.0%)
1 (11.1%)
0 (0.0%)
0 (0.0%)
3 (30.0%)
0 (0.0%)
9 (8.3%)
9
12
24
9
4
34
10
6
108
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
270
Table C3
Cross-analysis for implementation settings and software used.
Software used
Implementation setting
Total
Not mentioned
Formal settings
Informal settings
Unrestricted
Not mentioned
General purpose
Learning-oriented
Total
0 (0.0%)
2 (3.3%)
0 (0.0%)
1 (4.0%)
3 (2.8%)
1
22
4
10
37
1
36
17
14
68
2
60
21
25
108
(50.0%)
(36.7%)
(19.0%)
(40.0%)
(34.3%)
(50.0%)
(60.0%)
(81.0%)
(56.0%)
(63.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
(100.0%)
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