Impact of Digital Game-Based Learning on STEM education in primary schools: a meta-analysis of learning approaches

Enhancing learning outcomes in Science, Technology, Engineering, and Mathematics (STEM) subjects for primary school students remains a challenge. This meta-analysis, guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), explores Digital Game-Based Learning (DGBL) interventions as a potential solution. Eighteen empirical studies published from 2010 to 2020 were analyzed to identify effective DGBL approaches. Key factors examined include subject disciplines, control treatment, game type, platforms, and intervention duration. Findings reveal significant positive effects of DGBL interventions on learning outcomes, particularly in mathematics, language, and science. The study underscores the importance of optimizing gameplay design and platform choices for DGBL effectiveness and highlights the potential benefits of incorporating DGBL into primary STEM education. Future research should further investigate contributing factors like game genres, technologies, implementation strategies, and specific game components to promote optimal learning processes in diverse educational settings.

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Publication Details

Journal
Innoeduca International Journal of Technology and Educational Innovation
Published
2024-12-01
DOI
https://doi.org/10.24310/ijtei.102.2024.19694
Citations
7
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
5.53
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article

Impact of Digital Game-Based Learning on STEM education in primary schools: a meta-analysis of learning approaches

Najmeh Behnamnia, Siavash Hayati, Amirrudin Kamsin
7 citations
Innoeduca International Journal of Technology and Educational Innovation
Educational Games and Gamification
5.53
article

Impact of Digital Game-Based Learning on STEM education in primary schools: a meta-analysis of learning approaches

Najmeh Behnamnia, Siavash Hayati, Amirrudin Kamsin
article en
7 citations

Abstract

Enhancing learning outcomes in Science, Technology, Engineering, and Mathematics (STEM) subjects for primary school students remains a challenge. This meta-analysis, guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), explores Digital Game-Based Learning (DGBL) interventions as a potential solution. Eighteen empirical studies published from 2010 to 2020 were analyzed to identify effective DGBL approaches. Key factors examined include subject disciplines, control treatment, game type, platforms, and intervention duration. Findings reveal significant positive effects of DGBL interventions on learning outcomes, particularly in mathematics, language, and science. The study underscores the importance of optimizing gameplay design and platform choices for DGBL effectiveness and highlights the potential benefits of incorporating DGBL into primary STEM education. Future research should further investigate contributing factors like game genres, technologies, implementation strategies, and specific game components to promote optimal learning processes in diverse educational settings.

Innoeduca International Journal of Technology and Educational InnovationVol. 10(2)
Tarbiat Modares University (IR), University of Malaya (MY)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
5.53
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