Table 1 Descriptive features of the 32 shortlisted studies for the meta-analysis.

From: A meta-analysis to gauge the impact of pedagogies employed in mixed-ability high school biology classrooms

S.No.

Study

Pedagogical model

Sub-pedagogical approach

Study design

Grade

Biological topic

Sample size

Impact of pedagogy

Country

1

(Ristanto et al., 2022)

Inquiry-based & argumentation-based

Guided discovery learning model - argument mapping

Quasi experimental and pre–post-test control group

Grade 10

Environmental changes

89

Enhanced critical thinking skills

Indonesia

2

(Su et al., 2014)

Game-based

Educational card game

Quasi-experimental research

Grade 11

Immunology

72

Enhanced knowledge, learning efficiency & positive perception

Taiwan

3

(Saputri et al., 2019)

Inquiry-based

Stimulating higher-order thinking model (inquiry learning model)

Quasi-experimental research

Grade 12

Cell metabolism

65

Enhanced critical thinking skills

Indonesia

4

(Venville and Dawson, 2010)

Problem & Argumentation-based

Classroom-based argumentation model

Quasi-experimental research

Grade 10

Genetics

92

Better argumentation skills, informal reasoning, and conceptional understanding of the topic

Australia

5

(Ebrahim and Naji, 2021)

Blended model

Flipped learning

Quasi-experimental research.

Grade 10

Cell division

37

Augmented students’ attainment of earning

Kuwait

6

(Kolarova et al., 2014)

Problem-solving model

Reflexive model

Pre–post test design

Grade 9–10

Molecular genetics

25

Increased skills of reflection

Bulgaria

7

(Lui and Slotta, 2014)

Game-based & inquiry-based

Immersive simulation and inquiry-based

Design-based research method

Grade 11

Evolution and biodiversity

75

Better engagement and learning

Canada

8

(Sivia et al., 2019a)

Project-based

 

Mixed-method research

Grade 10

Chemistry, aquaponics, and genetics

30

Enhanced student civic engagement

Columbia

9

(Thompson et al., 2020)

Game-based & inquiry-based

Inquiry-based 3-d virtual reality (VR) game

Pre–post test design

Grade 10–12

Cell Biology

154

Improved students’ interactivity and engagement with an enhanced understanding of the concepts

U.s.a.

10

(Özalemdar, 2021)

Problem-solving model

Active learning method

Pre–post-test design

Grade 10

Current environmental issues and human

50

positive effect on the students’ environmental attitude and environmental behavior

Turkey

11

(Thisgaard & Makransky, 2017)

Virtual simulation

Virtual laboratory simulation

Mixed method

Grade 12

Biotechnology

128

Increased knowledge, and self-efficiency in biology-related tasks

Denmark

12

(Hugerat et al., 2021)

Problem-solving model

Problem-based—jigsaw discussion

Quasi experimental design

Grade 10

Diseases of the blood circulatory system

204

Improved students’ motivation and their perception of the classroom climate.

Israel

13

(Hadjichambis et al., 2022)

Inquiry-based

The Environment Educational Citizenship Model (EEC)

Quasi experimental design

Grade 10

Protection of endangered species

50

Increased students’ EC learning gains (EC competencies and EC future actions)

Cyprus

14

(Nunaki et al., 2019)

Inquiry-based

Materials-oriented inquiry-based

Pre–post design

Grade 10

General Biology

70

Increased students’ metacognitive skills.

Indonesia

15

(Kagnici and Sadi 2021)

Inquiry-based

5 E (Engagement, Exploration, Explanation, Elaboration, and Evaluation) stem activity-based

True experimental design

Grade 11

Nervous system

99

Better students’ academic performance and conceptions of learning Biology

Turkey

16

(Sukmawati et al., 2019)

Project-based

Project-based collaborative learning

Quasi-experimental research

Grade 11

Blood circulatory system

75

Enhanced conceptual understanding or concept application.

Indonesia

17

(Anazifa and Djukri, 2017)

Project-based & problem-based

Project-based and problem-based

Quasi-experimental research

Grade 11

Respiratory system

102

Enhanced student’s creativity and critical thinking

Indonesia

18

(Thurrodliyah et al., 2020)

Problem-solving model

Brain-based model based on socio-scientific issues

ADDIE (Analyze, Design, Develop, Implement, and Evaluate) a research model

Grade 10

Environmental issues

36

Increased students’ psychomotor learning outcomes and critical thinking skills

Indonesia

19

(Sari et al., 2019)

Project-based

 

Mixed method

Grade 11

Research

53

Enhanced students’ research skills.

Indonesia

20

(Thinkhamchoet et al., 2021)

Problem-based

Team activity-based learning

Pre–post-test design

Grade 10–12

Environmental protection

100

Improved students’ knowledge about environmental conservation and environmental ethics

Thailand

21

(Klisch et al., 2012)

Game-based

Online game-based

Pre–post-test design

Middle and high school

Alcohol abuse

334

Better content knowledge and students’ attitudes toward science

The U.S.A.

22

(Mulder et al., 2016)

Virtual simulation

Online scientific modeling

Quasi-experimental design

Grade 10

The human glucose-insulin regulatory system

70

Enhanced students’ knowledge and reasoning skills

Netherlands

23

(Wilson et al., 2010)

Inquiry-based

5 e model

Lab-based randomized control study

Grade 10

Sleep disorders and biological rhythms

58

Significantly higher levels of achievement

The U.S.A.

24

(Blacer-Bacolod, 2022)

Project-based

Project-based blended learning by video-making

Mixed method

Grade 10

Animal physiology

92

Improved students' knowledge

Philippine

25

(Yapici and Akbayin, 2012)

Blended model

 

Pre–post and control-group model

Grade 9–10

Classifications and biodiversity

107

Improved students’ biology achievement and attitudes toward the internet

Turkey

26

(Marbach-Ad et al., 2008)

Virtual simulation

Computer animation and illustration activities

Three group study

Grade 11–12

Molecular genetics

248

Improved students’ knowledge.

Israel

27

(Ping et al., 2020)

Inquiry-based & argumentation-based

Argumentation-based

Quasi-experimental design

Grade 10

Osmosis and diffusion

112

Significant improvement in argumentation skills, science process skills, and biology understanding

Malaysia

28

(Lham and Sriwattanarothai, 2018)

Game-based

Boardgame

Quasi-experimental design

Grade 10

Cell cycle

25

Enhanced students’ conceptual understanding and achievement

Bhutan

29

(Brom et al., 2011)

Game-based

Online micro game

Quasi-experimental design

Grade 10–12

Animal learning

100

Comparable knowledge gains increased overall appeal toward the topic and better retention.

Prague

30

(Lokayut and Srisawasdi, 2014)

Game-based

Computer game-based

Quasi-experimental design

Grade 11

Circulatory system

31

Increased students’ perception (motivation)

Thailand

31

(Klisch et al., 2013)

Game-based

Online game-based

Quasi-experimental design

Grade 11–12

Drug abuse

179

Negative students’ attitudes towards prescription drug abuse

U.S.A.

32

(Kazu and Demirkol, 2014)

Blended model

 

Quasi-experimental design

Grade 10–12

Genetics

54

Better academic achievement

Turkey