Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges
Abstract
:1. Introduction
1.1. Game-Based Learning and STEM Education: A Brief Overview
1.2. Methodological and Theoretical Considerations in GBL Research
2. Methodology
- Main research trends and evolution of research issues over the past decade. What are the developments in the use of game-based educational approaches for learning and teaching STEM in secondary schools over the last ten years? This question seeks to outline a general overview of the research in this area (RQ1a) and to identify developments and changes in this field over the past decade (RQ1b).
- Mapping of the main themes in the last three years. How have game-based educational approaches in secondary STEM education evolved in the latter part of the past decade, particularly in light of shifting educational priorities and technological advancements? This question aims to delineate the evolution of approaches and interests over the last three years of the decade, identifying specific developments that distinguish this period from previous years.
2.1. Search Strategy
2.2. Selection and Screening
2.3. Data Analysis
3. Results
3.1. Main Research Trends over the Past Decade (RQ1)
3.1.1. Graph Maker
3.1.2. Specificity Analysis
- (a)
- Technological integration and curricular considerations (sub-corpus 2013–2016)
- (b)
- Emotional engagement and experiential learning (sub-corpus 2017–2019)
- (c)
- Engagement and diverse learning modalities (sub-corpus 2020–2022)
3.2. Mapping of Main Themes in the Last Three Years (RQ2)
Thematic Analysis of Elementary Contexts
4. Discussion
4.1. Validating the Application of Co-Word Analysis as a Bibliometric Technique for Tracking Research Trends
4.2. Main Research Trends over the Past Decade
4.3. Mapping of Main Themes of the Last Three Years
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Database | Final Search String |
---|---|
Web of Science | TS = (stem OR math OR science OR chemistry OR biology OR physics) AND TS = (“secondary school” OR “high school”) AND TS = (gamification OR “game-based learning” OR edutainment OR “serious games” OR “applied games”) NOT TS = (vocational OR “adult education” OR “adult training”) AND PY = (2013 OR 2014 OR 2015 OR 2016 OR 2017 OR 2018 OR 2019 OR 2020 OR 2021 OR 2022) AND DT = (Article OR Proceedings Paper OR Review OR Book Chapters) AND LA = (English) |
Scopus | (TITLE-ABS-KEY (stem OR math OR science OR chemistry OR biology OR physics) AND TITLE-ABS-KEY (“secondary school” OR “high school”) AND TITLE-ABS-KEY (gamification OR “game-based learning” OR edutainment OR “serious game*” OR “applied game*”) AND NOT TITLE-ABS-KEY (vocational OR “adult education” OR “adult training”)) AND (LIMIT-TO (PUBYEAR, 2013) OR LIMIT-TO (PUBYEAR, 2014) OR LIMIT-TO (PUBYEAR, 2015) OR LIMIT-TO (PUBYEAR, 2016) OR LIMIT-TO (PUBYEAR, 2017) OR LIMIT-TO (PUBYEAR, 2018) OR LIMIT-TO (PUBYEAR, 2019) OR LIMIT-TO (PUBYEAR, 2020) OR LIMIT-TO (PUBYEAR, 2021) OR LIMIT-TO (PUBYEAR, 2022)) AND (LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “ar”) OR LIMIT-TO (DOCTYPE, “re”) OR LIMIT-TO (DOCTYPE, “ch”)) AND (LIMIT-TO (LANGUAGE, “English”)) |
Sub-Corpus | Overused | Underused |
---|---|---|
2013–2016 | Robot (25.06) Game (23.92) robotic (17.81) game_construction (15.44) risk (15.26) peer (15.27) simulation (15.05) computing (12.89) Europe (12.73) climate (11.81) mechanism (10.54) meaningful_learning (10.27) competition (9.59) child (8.35) software (7.74) curriculum (7.47) successful (7.24) quiz (6.69) serious_game (6.49) | Activity (−6.94) periodic_table (−6.93) teaching (−6.21) COVID-19 (−5.89) coding (−5.19) student_engagment (−5.19) STEM (−5.19) post_test (−4.5) Game_Based_Learning (−4.38) satisfaction (−4.17) pre-test (−4.15) narrative (−4.15) Earth (−4.15) teacher (−4.02) |
2017–2019 | escape_room (25.02) emotion (20.16) flow (16.67) genetic (10.45) theory (9.62) narrative (9.06) factor (9.04) need (9.05) session (7.12) educational (6.46) validity (6.31) board_game (6.06) gamification (5.66) experience (5.42) in_game (4.69) intervention (4.64) virtual_reality (4.64) | simulation (−27. 49) energy (−22.84) project (−19.46) competition (−10.13) argumentation (−8.24) peer (−8.24) framework (−7.63) green_chemistry (−7.55) mobile (−7.49) student_engagement (−7.19) computational thinking (−7.17) game_costruction (−6.86) robot (−5.75) creativity (−5.02) Game_Based_Learning (−4.5) web (−4.04) ICT (−3.91) |
2020–2022 | Student_engagement (24.01) Game_Base_Learning (17.17) argumentation (13.31) discipline (13.31) competence (11.47) subject (11.16) art (10.95) computational thinking (10.34) creativity (9.23) inquiry_based (8.99) web (8.98) workshop (8.91) classroom (8.1) laboratory (7.82) STEAM (7.36) | Soil (−9.6) learner (−8.88) COVID_19 (−8.6) platform (−7.87) robotic (−7.59) center (−7.59) emotion (−7.34) social (−7.03) flow (−6.58) genetic (−6.39) qualitative (−5.23) theory (−5.1) self- efficacy (−5.06) mental (−5.06) disability (−5.06) learning_effectiveness (−4.89) |
Typical Lexical Units | Elementary Contexts (CE) |
---|---|
experience (77.65); topic (57.12); mental (43.42); DGBL (39.05); flow (32.94); measure (32.58); game (26, 24); motivation (23.98); feeling (22.31); frustration (22.3); intention_to_play (22.3); outcome_expectancy (22.3); post_test (22.19); knowledge (21.95); pre_test (21.6) | Flow experience and in-game performance significantly impacted students’ post test scores (…) We measured their science self-efficacy, science outcome-expectancy beliefs, flow experience, feelings of frustration, and conceptual_understanding before and after playing_the_game (…) This study examined the effects of reality-based interaction and VR on measures of student motivation and mental workload, in a mental arithmetic game (…) |
application (36.2); methodology (29.36); COVID-19 (28.55); pandemic (20.17); usability (20.17); active (18.1); disability (17.8); teaching_and_learning (16.89); strategy (16.65); efficiently (14.48); KAHOOT (14.24); Augmented_reality (14.18); traditional (12.54) | This phenomenological research aims to explore physics teacher strategies in conducting traditional game_based_learning in senior_high_schools during the COVID-19 pandemic (…). The proposed application has used the techniques in augmented_reality and game_based_learning (…). (…) studying with KAHOOT is believed to improve the outcomes of teaching-learning processes for instructors and students. In this study, a mobile_application was presented (…) for learners_with_intellectual disabilities by applying augmented_reality. (…) Wordwall is rarely used in learning media because there has not been socialization and application in the teaching_and_learning process for teachers. |
model (80.26); theory (57.6); validity (56.25); inquiry (44.71); validation (28.77); control_group (25.61); combined_with_ edutainment (23.01); traditional_games (22.99); experimental_group (22.53); expert (17.67); achievement (17.51); learning_effectiveness (14.43) | This study_examined (…) by exploring the connections between the expectancy-value theory of achievement motivation and flow theory. Three experts in the field assessed the validity of the kit. Also, the achievements of the students from the experimental_group are compared with achievements of students (…). Based on the result, the guided inquiry_learning_model combined_with_edutainment affects increasing student learning interest compared to guided inquiry and conventional model. Some studies that have used a hybrid pedagogical model are recorded, combining gamification with other pedagogical models. |
Emotion (51.23); educational (48.85); game (38.8); achievers (38.44); digital (36.48); opportunity (29.36); exercise (28.79); design (27.83); practice (25.43); link (18.08); scenario (17.93); collaborative (16.28); inclusive (15.36); positive_emotion (15.36); help_students (14.42) | This study showed that conventional exercises were detrimental to middle and high achievers’ learning emotions, although their concepts improved (…). Science teachers may try innovative activities such as collaborative games to maintain students’ positive emotions (…) (…) high achievers decreased their positive emotion, and middle to high achievers increased their negative emotion. This study explores how players engage in problem solving during a cross-platform collaborative learning game about cellular biology (…) |
programme (73.91); program (65.38); class (60.89); questionnaire (41.58); sample (30.15); student (25.76); achievement (24.25); survey (23.83); interest (21.73); personality (20.02); Scratch (18.81); schools (18.11); learning_process (14.05); participation (11.59); playful (11.59); digital games (11.26) | This paper describes research introducing_students to programming concepts using a Scratch programming language (…) Students’ learning interest questionnaire contains statements done by students before and after the learning_process. There are many programming environments and teaching approaches that address the learning needs of students (…) Results show different gender preferences for the three programming tools and, in some cases, different personalities (…) Moreover, all programming environments had different emotional effects on the students. |
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Fante, C.; Ravicchio, F.; Manganello, F. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges. Educ. Sci. 2024, 14, 662. https://doi.org/10.3390/educsci14060662
Fante C, Ravicchio F, Manganello F. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges. Education Sciences. 2024; 14(6):662. https://doi.org/10.3390/educsci14060662
Chicago/Turabian StyleFante, Chiara, Fabrizio Ravicchio, and Flavio Manganello. 2024. "Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges" Education Sciences 14, no. 6: 662. https://doi.org/10.3390/educsci14060662
APA StyleFante, C., Ravicchio, F., & Manganello, F. (2024). Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges. Education Sciences, 14(6), 662. https://doi.org/10.3390/educsci14060662