Gold Open Access
Gamification in STEM Education: A Systematic Literature Review
(1) Universitas Malikussaleh, Aceh Utara, Indonesia
(2) Universitas Malikussaleh, Aceh Utara, Indonesia
(3) Universitas Malikussaleh, Aceh Utara, Indonesia
(4) Universitas Malikussaleh, Aceh Utara, Indonesia
(5) IAIN Lhokseumawe, Aceh, Indonesia
AbstractThis study aims to assess the impact of gamification in STEM education by focusing on student motivation, engagement, and learning outcomes. Gamification, or the use of game elements in non-game contexts, is applied in STEM education to enhance more engaging and interactive learning experiences. The literature review is carried out in a narrative manner by analyzing relevant research in the last 10 years obtained from various databases, such as Google Scholar and IEEE Xplore. The results of the study show that gamification elements, such as leaderboards, points, and badges, are effective in increasing student motivation and engagement, especially in subjects that tend to be difficult. In addition, gamification plays an important role in the formation of collaborative skills through activities such as "escape rooms" and gamification-based project simulations. However, the implementation of gamification is faced with challenges, such as adaptation to the institutional context and the need for adequate design to sustain long-term impacts. This review recommends the implementation of planned gamification, contextual adjustments, and continuous evaluation to improve the effectiveness of gamification in STEM education. Thus, the results of this study provide guidance for educators in integrating gamification as a relevant and adaptive learning strategy in the modern education era.
KeywordsGamification; STEM Education; Motivation; Student Engagement; Learning Outcomes
|
Article DOIDOI: https://doi.org/10.33122/ijtmer.v7i3.368 |
|
Article Metrics Abstract views : 499
PDF views : 716
|
Article PagesPages: 182-188 |
Full Text:PDF |
References
Abdullah, F. and Razak, K. (2021). Tahap minat dan penerimaan pelajar terhadap gamifikasi dalam bidang sirah. Journal of Quran Sunnah Education & Special Needs, 5(1), 27-38. https://doi.org/10.33102/jqss.vol5no1.95
Alhammad, M. M., & Moreno, A. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150. https://doi.org/10.1016/j.jss.2018.03.065
Andrade, P., Law, E., Farah, J. C., & Gillet, D. (2020). Evaluating the effects of introducing three gamification elements in STEM educational software for secondary schools. In Proceedings of the 32nd Australian Conference on Human-Computer Interaction (pp. 859-866). https://doi.org/10.1145/3441000.3441073
Atmaja, P., Mandyartha, E., Rizki, A., & Nurlaili, A. (2020). Gamifikasi tepat guna: penyusunan desain bersifat gim yang sistemik, efisien, dan mengakomodasi jenis-jenis pengguna. Prosiding Seminar Nasional Informatika Bela Negara, 1, 103-109. https://doi.org/10.33005/santika.v1i0.29
Bennani, S., Maalel, A., & Ghezala, H. (2021). Adaptive gamification in e‐learning: a literature review and future challenges. Computer Applications in Engineering Education, 30(2), 628-642. https://doi.org/10.1002/cae.22477
Budiyono, B., Wiryanto, W., Suprayitno, S., & Primaniarta, M. (2023). Persepsi mahasiswa pendidikan dasar terhadap gamifikasi dalam pendidikan steam. Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini, 7(3), 3591-3603. https://doi.org/10.31004/obsesi.v7i3.4909
Chen, T., Lin, S., & Chung, H. (2023). Gamified educational robots lead an increase in motivation and creativity in stem education. Journal of Baltic Science Education, 22(3), 427-438. https://doi.org/10.33225/jbse/23.22.427
Firdaus, R. and Faisal, M. (2021). Pengabdian pada perguruan tinggi: publikasi gamifikasi dalam pendidikan. Adi Pengabdian Kepada Masyarakat, 2(1), 19-25. https://doi.org/10.34306/adimas.v2i1.472
Funa, A. A., Gabay, R., & Ricafort, J. (2021). Gamification in genetics: Effects of gamified instructional materials on the STEM students’ intrinsic motivation. Jurnal Pendidikan IPA Indonesia. https://doi.org/10.15294/jpii.v10i4.32143
Gerungan, A. (2023). Workshop cakap digital: peningkatan kualitas tenaga pendidik sekolah wijaya kusuma dalam mengembangkan materi ajar digital. Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat Dan Corporate Social Responsibility (Pkm-Csr), 6, 1-8. https://doi.org/10.37695/pkmcsr.v6i0.1996
Guntara, R. (2021). Penerapan model gamifikasi pada sistem pembelajaran daring (spada) upi dalam upaya meningkatkan motivasi belajar mahasiswa. IJDB, 1(2), 11-17. https://doi.org/10.17509/ijdb.v1i2.40038
Gurning, L. (2023). Potensi gamifikasi berbasis platform digital dalam penelitian pariwisata: kajian literatur. Tourism Scientific Journal, 9(1), 14-27. https://doi.org/10.32659/tsj.v9i1.279
Harrington, I. and Mellors, M. (2021). Utilising online gamification to promote student success and retention in tertiary settings. International Journal of Higher Education, 10(7), 45. https://doi.org/10.5430/ijhe.v10n7p45
Haryani, H., Wahid, S., Fitriani, A., & Ariq, M. (2023). Analisa peluang penerapan teknologi blockchain dan gamifikasi pada pendidikan. Jurnal Mentari Manajemen Pendidikan Dan Teknologi Informasi, 1(2), 163-174. https://doi.org/10.34306/mentari.v1i2.250
Herlanti, Y., Amalia, U., & Nurlaela, A. (2022). Profile of school readiness in applying stem (science, technology, engineering, mathematic) education. Edusains, 14(1), 14-23. https://doi.org/10.15408/es.v14i1.25541
Khalid, D. (2023). Penerapan konsep gamifikasi pada perancangan modul pembelajaran untuk pendidikan statistik. E-Jurnal Penyelidikan Dan Inovasi, 10(2), 85-103. https://doi.org/10.53840/ejpi.v10i2.139
Kim, J. and Castelli, D. (2021). Effects of gamification on behavioral change in education: a meta-analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550
Mariana, N., Julianto, J., Subrata, H., Balqis, K., Rachmadina, C., Anindya, V., … & Sholihah, S. (2023). Desain pembelajaran steam dengan media selasi untuk peserta didik kelas ii sd. Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini, 7(1), 240-250. https://doi.org/10.31004/obsesi.v7i1.2809
Marisa, Akhriza, T., Maukar, A., Wardhani, A., Iriananda, S., & Andarwati, M. (2020). Gamifikasi (gamification) konsep dan penerapan. Jointecs (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490
Marisa, Wardhani, A., Purnomowati, W., & Maukar, A. (2022). Pemetaan dan analisis perkembangan bidang gamification berbasis metode kombinasi open knowledge map dan vos viewer. Jiko (Jurnal Informatika Dan Komputer), 6(2), 194. https://doi.org/10.26798/jiko.v6i2.606
Mei, A. and Surat, S. (2021). Tinjauan sistematik: persepsi guru terhadap penggunaan gamifikasi. Malaysian Journal of Social Sciences and Humanities (Mjssh), 6(12), 125-136. https://doi.org/10.47405/mjssh.v6i12.1208
Moral-Sánchez, S., Sánchez-Compaña, Mª T., & Romero, I. (2022). Geometry with a STEM and gamification approach: A didactic experience in secondary education. Mathematics. https://doi.org/10.3390/math10183252
Mulyanti, F. (2023). Pengaruh flipped classroom berbasis gamifikasi dan motivasi belajar terhadap hasil belajar ipa. Pendas Jurnal Ilmiah Pendidikan Dasar, 8(1), 4207-4219. https://doi.org/10.23969/jp.v8i1.7594
Nurningtias, R. and Majid, N. (2022). Gamifikasi sebagai peningkatan pengetahuan dan partisipasi siswa sekolah dasar. Jurnal Pemikiran Dan Penelitian Pendidikan Matematika (Jp3m), 5(2), 60-69. https://doi.org/10.36765/jp3m.v5i2.523
Ortiz, M., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and STEM: A systematic review of literature. In EDULEARN16 Proceedings (pp. 6548-6558). https://doi.org/10.21125/EDULEARN.2016.0422
Ortiz-Rojas, M., Chiluiza, K., & Valcke, M. (2019). Gamification through leaderboards: An empirical study in engineering education. Computer Applications in Engineering Education, 27, 777-788. https://doi.org/10.1002/cae.12116
Perkasa, F. and Emanuel, A. (2020). Gamifikasi sebagai metode untuk mendapatkan customer loyalty: review literatur. Aiti, 17(1), 11-21. https://doi.org/10.24246/aiti.v17i1.11-21
Pirker, J., & Gütl, C. (2015). Educational gamified science simulations. In Learning and Collaboration Technologies (pp. 253-275). https://doi.org/10.1007/978-3-319-10208-5_13
Putri, Y., Rosa, A., & Sabathini, G. (2022). Peningkatan kepuasan pengguna pada aplikasi agen travel online melalui fitur dan gamifikasi. Jurnal Manajemen Dan Bisnis Sriwijaya, 20(4), 241-254. https://doi.org/10.29259/jmbs.v20i4.19563
Sakulkueakulsuk, B., Witoon, S., Ngamkajornwiwat, P., Pataranutaporn, P., Surareungchai, W., Pataranutaporn, P., & Subsoontorn, P. (2018). Kids making AI: Integrating machine learning, gamification, and social context in STEM education. In 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 1005-1010). https://doi.org/10.1109/TALE.2018.8615249
Sánchez-Martín, J., Corrales-Serrano, M., Luque-Sendra, A., & Zamora-Polo, F. (2020). Exit for success: Gamifying science and technology for university students using escape-room. Heliyon, 6, e04340. https://doi.org/10.1016/j.heliyon.2020.e04340
Sany, D. and Zikri, F. (2021). Perancangan skenario adaptif untuk reward pada gamifikasi reseller penjualan daring menggunakan finite state machine. Media Jurnal Informatika, 13(1), 12. https://doi.org/10.35194/mji.v13i1.1485
Setiarso, I. and Hidajat, M. (2020). Model gamifikasi menggunakan logika fuzzy untuk penentuan reward pelanggan pada e-commerce. Techno Com, 19(1), 87-96. https://doi.org/10.33633/tc.v19i1.3382
Signori, G., Guimarães, J., Severo, E., & Rotta, C. (2018). Gamification as an innovative method in the processes of learning in higher education institutions. International Journal of Innovation and Learning, 24, 115-137. https://doi.org/10.1504/IJIL.2018.094066
Suryatama, K. (2023). Unlocking the potential: exploring factors and overcoming challenges in gamifying english literacy. Journal of English Education and Teaching, 7(4), 862-880. https://doi.org/10.33369/jeet.7.4.862-880
Syuhada, H. (2023). Pengembangan gamifikasi pada pelajaran matematika sd dengan metode addie untuk meningkatkan minat belajar siswa. Rabit Jurnal Teknologi Dan Sistem Informasi Univrab, 9(1), 1-14. https://doi.org/10.36341/rabit.v9i1.466
Venter, M. (2020). Gamification in STEM programming courses: State of the art. In 2020 IEEE Global Engineering Education Conference (EDUCON) (pp. 859-866). https://doi.org/10.1109/EDUCON45650.2020.9125395
Wahyuningsih, S., Pudyaningtyas, A., Hafidah, R., Syamsuddin, M., Nurjanah, N., & Rasmani, U. (2019). Efek metode steam pada kreatifitas anak usia 5-6 tahun. Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini, 4(1), 305. https://doi.org/10.31004/obsesi.v4i1.305
Wangi, N. (2022). Gamification: an effective strategy for developing soft skills and stem in students. Qalamuna Jurnal Pendidikan Sosial Dan Agama, 14(1), 663-676. https://doi.org/10.37680/qalamuna.v14i1.4650
Yuliana, E. (2023). Analisis penerapan pendidikan STEM di beberapa negara. Katalis Jurnal Penelitian Kimia Dan Pendidikan Kimia, 6(1), 7-14. https://doi.org/10.33059/katalis.v1i6.7940
Zhao, D., Playfoot, J., Nicola, C. D., Guarino, G., Bratu, M., Salvadore, F. D., & Muntean, G.-M. (2021). An innovative multi-layer gamification framework for improved STEM learning experience. IEEE Access, PP, 1-1. https://doi.org/10.1109/ACCESS.2021.3139729
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 M Mursalin, Mutia Fonna, Eri Saputra, Muhammad Ali, S Setiawan



Abstract views : 499
