Exploring the role of moderators in the effectiveness of digital games for stem education: a systematic review and meta-analysis

Research on the possible benefits of digital games for learning outcomes in STEM education has shown mixed results, which is another reason that this study is focused on inconsistencies in past research outcomes. Moreover, it seeks to explore the moderator variables which affect the success of digital games like game design, interactive technology, duration of intervention, and country status and identify the most influenced learning outcomes. To date, no prior meta-analysis has explored this topic, making this systematic literature review (SLR) and meta-analysis the first of its kind in the field as of 2024, leading to the analysis of 44 studies (N = 3861) published between 2014 and 2024. Methods: Data were gathered through six databases, and inclusion criteria consisted of digital game-based intervention studies with experimental and control groups. Data were analyzed using effect sizes (SMD), heterogenicity and moderators. Digital Games did have a strong positive impact on STEM learning outcomes (SMD = 1.26). Through dominance moderators including game design, intervention time, nationals, and subject focus, the most significant effects were demonstrated on problem solving abilities, critical thinking and learning motivation. Though shorter intervention duration yielded smaller effects, more sophisticated technology like AR/VR, and inquiry-based learning models had all managed the best effects. The above research also makes a mark by showing how moderator variables such as country status technology and game design influence digital game-based STEM learning outcomes. These findings are important to inform game-based learning design amongst educators, curriculum developers, and policymakers, particularly in how to design effective interventions that address the goal of access using technology in developing countries.

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Publication Details

Journal
Discover Education
Published
2025-08-19
DOI
https://doi.org/10.1007/s44217-025-00756-4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Exploring the role of moderators in the effectiveness of digital games for stem education: a systematic review and meta-analysis

Sony Yunior Erlangga, Isnanik Juni Fitriyah, Septi Aprilia, Andik Wahyun Muqoyyidin
Discover Education
Educational Games and Gamification
article

Exploring the role of moderators in the effectiveness of digital games for stem education: a systematic review and meta-analysis

Sony Yunior Erlangga, Isnanik Juni Fitriyah, Septi Aprilia, Andik Wahyun Muqoyyidin
article en

Abstract

Research on the possible benefits of digital games for learning outcomes in STEM education has shown mixed results, which is another reason that this study is focused on inconsistencies in past research outcomes. Moreover, it seeks to explore the moderator variables which affect the success of digital games like game design, interactive technology, duration of intervention, and country status and identify the most influenced learning outcomes. To date, no prior meta-analysis has explored this topic, making this systematic literature review (SLR) and meta-analysis the first of its kind in the field as of 2024, leading to the analysis of 44 studies (N = 3861) published between 2014 and 2024. Methods: Data were gathered through six databases, and inclusion criteria consisted of digital game-based intervention studies with experimental and control groups. Data were analyzed using effect sizes (SMD), heterogenicity and moderators. Digital Games did have a strong positive impact on STEM learning outcomes (SMD = 1.26). Through dominance moderators including game design, intervention time, nationals, and subject focus, the most significant effects were demonstrated on problem solving abilities, critical thinking and learning motivation. Though shorter intervention duration yielded smaller effects, more sophisticated technology like AR/VR, and inquiry-based learning models had all managed the best effects. The above research also makes a mark by showing how moderator variables such as country status technology and game design influence digital game-based STEM learning outcomes. These findings are important to inform game-based learning design amongst educators, curriculum developers, and policymakers, particularly in how to design effective interventions that address the goal of access using technology in developing countries.

Discover EducationVol. 4(1)
State University of Malang (ID), Muhammadiyah University of Surakarta (ID), Universitas Pesantren Tinggi Darul Ulum Jombang (ID), University of Sarjanawiyata Tamansiswa (ID)
Quality Education
Openalex Percentile: Top 77%
Educational Games and Gamification
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