Implementation of STEAM Gamification in Science Learning: A Systematic Literature Review

The advancement of science and technology in the 21st century calls for integrated and innovative educational approaches to ensure meaningful learning. STEAM—Science, Technology, Engineering, Arts, and Mathematics—offers an interdisciplinary structure, while gamification effectively rejuvenates science education. This systematic review, covering 2016 to 2024 and guided by PRISMA, examined 21 Scopus and Google Scholar studies. It explored key aspects such as research aims, methodologies, outcomes, levels of education targeted, integration models, and dominant disciplines. Findings revealed five main research designs—experimental, mixed methods, developmental, case studies, and qualitative—all showing positive impacts, with university settings being the most common. Science emerged as the core subject, with other STEAM components embedded contextually. Game elements like goals, badges, points, and leaderboards were prevalent, promoting engagement through challenge and reward dynamics. The study confirms the potential of STEAM gamification in enhancing creativity and critical thinking, particularly in higher education.

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Publication Details

Journal
Journal of Posthumanism
Published
2025-07-04
DOI
https://doi.org/10.63332/joph.v5i7.2846
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
0.00

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article

Implementation of STEAM Gamification in Science Learning: A Systematic Literature Review

Saiful Ridlo, Arfilia Wijayanti, Wiyanto Wiyanto, Parmin Parmin
Journal of Posthumanism
Technology-Enhanced Education Studies
article

Implementation of STEAM Gamification in Science Learning: A Systematic Literature Review

Saiful Ridlo, Arfilia Wijayanti, Wiyanto Wiyanto, Parmin Parmin
article en

Abstract

The advancement of science and technology in the 21st century calls for integrated and innovative educational approaches to ensure meaningful learning. STEAM—Science, Technology, Engineering, Arts, and Mathematics—offers an interdisciplinary structure, while gamification effectively rejuvenates science education. This systematic review, covering 2016 to 2024 and guided by PRISMA, examined 21 Scopus and Google Scholar studies. It explored key aspects such as research aims, methodologies, outcomes, levels of education targeted, integration models, and dominant disciplines. Findings revealed five main research designs—experimental, mixed methods, developmental, case studies, and qualitative—all showing positive impacts, with university settings being the most common. Science emerged as the core subject, with other STEAM components embedded contextually. Game elements like goals, badges, points, and leaderboards were prevalent, promoting engagement through challenge and reward dynamics. The study confirms the potential of STEAM gamification in enhancing creativity and critical thinking, particularly in higher education.

Journal of PosthumanismVol. 5(7)
State University of Semarang (ID), Universitas PGRI Semarang (ID)
Lembaga Pengelola Dana Pendidikan
Openalex Percentile: Top 82%
Technology-Enhanced Education Studies
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