Table I.

Method and research questions in the articles

No.AuthorsMethodRegionSettingPopulationResearch questions
1Campana and AgarwalScoping reviewAsia, North America, Australia, Europe and AfricaColleges, secondary schoolsUniversity students under 18, students with disabilities, employed adults, schoolteachersWhat are the most prominent strands of research in pedagogy and learning that surmounts challenges of low-tech that has been carried out in the past decade?
What are the methods used, populations studied, and places where such research was carried out?
2Tsortanidou, Daradoumis and Barberá GregoriDesign thinking process, case studyNo specified locationPrimary and secondary schoolsPrimary and secondary school studentsHow can pedagogy bridge creativity with computational thinking and new media literacy skills in low-tech, information-rich learning environments?
3Haruna, Zainuddin, Mellecker, Chu and HuDesign-based research, quasi-experimental designSub-Saharan AfricaSecondary schoolsSecondary school studentsHow effective are gamified learning platforms in supporting sexual health education in Sub-Saharan Africa?
4KumarSurveyIndiaHigher education institutionVeterinary science studentsWhat are veterinary students’ perceptions of MOOCs that provide education in veterinary science and animal education?
5Alphonce and MwantimwaSurvey, interviews, and observationsTanzaniaUniversityUniversity students and staff membersHow are students using digital learning resources at a university in Tanzania?
What are these students’ motivations for using digital learning resources? What challenges do these students face in using the digital learning resources?
6Vasilyeva and VasilyevaVerbal assessments, usage data, surveyRussiaUniversityFirst-year undergraduatesHow can a flexible, interest-driven approach to teaching information literacy impact students’ interest in e-resources?
7Zainuddin, Shujahat, Chu, Haruna and FaridaClassroom assessments and surveyIndonesiaSecondary schoolSecondary school studentsHow can gamified flipped learning classrooms support students’ learning?
How can gamified flipped learning classrooms support students’ basic need satisfaction in terms of perceived competence, autonomy, and relatedness?

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