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Gamification in the STEM Domain Subject: The Prospective Method to Strengthen Teaching and Learning

Jurnal Pendidikan IPA Indonesia · Vol. 12 No. 4 (2023) · pp. 564–574

DOI
10.15294/jpii.v12i4.48388
ISSN
2089-4392, 2339-1286
Published
2023-12-29
Publisher
Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)
Language
eng

Abstract

Several meta-analysis studies related to game-based learning or Gamification have been carried out by various researchers. However, there is still a scarcity of studies specifically elucidating the extent of Gamification's impact on STEM domain subjects. Therefore, this research aims to summarize various research results related to the influence of game-based learning in improving student learning outcomes in STEM domain subjects. This research was a meta-analysis using the standardized group contrast design with a random model. Research data were from articles published in Scopus-indexed journals or proceedings. The inclusion criteria in this research were articles published between 2014 – 2023 in English, quantitative type data with a contrast group design containing control and experimental groups, complete data (n, mean, SD), and research focused on STEM domain subjects. The data collection process used the PRISMA method. To ensure data quality, researchers conducted publication bias analysis using the fail-safe N method. The moderator variables were continent, stem domain, era, developing competency, game type, and education level. The results find that Gamification has a positive impact on student learning outcomes, as indicated by an effect size value of 0.5492 [0.3943; 0.7041] with a confidence interval of 95%. Gamification does not provide a significant positive difference in the moderator variables continent, era, developing competence, and game type. For STEM domain subjects, Gamification is highly recommended to be applied. For the educational level, Gamification is most recommended to be implemented in elementary school.

Keywords

Collaboration network of the authors

26 authors · 73 co-authorship links · 39 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Yogyakarta State University
  • Universitas Muhammadiyah Madiun
  • National Research and Innovation Agency
  • Muhammadiyah University of Surakarta
  • The University of Adelaide
  • Universitas Negeri Surabaya
  • Universitas Gadjah Mada
  • Other organisations
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Jefri MailoolInstitut Agama Kristen Negeri Manado2
Suprapto SupraptoUniversitas Gadjah Mada1
Yurizka Melia SariUniversitas Negeri Surabaya1
Gupita Nadindra FatimaAffiliation unknown1
Dwi PurwokoNational Research and Innovation Agency1
Bayuk NusantaraYogyakarta State University1
Samsul HadiYogyakarta State University1
Heri RetnawatiYogyakarta State University1
Sumaryanto SumaryantoYogyakarta State University1
Lantip Diat PrasojoYogyakarta State University1
Rimajon SotlikovaWebster University1
Lenny Puspita DewiUniversitas Muhammadiyah Madiun1
Yan Aditya PradanaUniversitas Muhammadiyah Madiun1
Dian Ardifah IswariUniversitas Muhammadiyah Madiun1
Muhammad Qolbi ShobriUniversitas Muhammadiyah Madiun1
Citra Kusuma PratiwiUniversitas Muhammadiyah Madiun1
Muhammad Luthfi HidayatKing Abdulaziz University1
Harun Joko PrayitnoMuhammadiyah University of Surakarta1
Sofyan AnifMuhammadiyah University of Surakarta1
Yasir SidiqKanazawa University1
A DesstyaMuhammadiyah University of Surakarta1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/nju/index.php/jpii/oai, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Gamification in the STEM Domain Subject: The Prospective Method to Strengthen Teaching and Learning</dc:title>
	<dc:creator>Arlinwibowo, J.</dc:creator>
	<dc:creator>Ishartono, N.</dc:creator>
	<dc:creator>Linguistika, Y.</dc:creator>
	<dc:creator>Purwoko, D.</dc:creator>
	<dc:creator>Suprapto, S.</dc:creator>
	<dc:subject xml:lang="en-US">gamification; meta-analysis; STEM domain; subject of learning; teaching and learning</dc:subject>
	<dc:description xml:lang="en-US">Several meta-analysis studies related to game-based learning or Gamification have been carried out by various researchers. However, there is still a scarcity of studies specifically elucidating the extent of Gamification's impact on STEM domain subjects. Therefore, this research aims to summarize various research results related to the influence of game-based learning in improving student learning outcomes in STEM domain subjects. This research was a meta-analysis using the standardized group contrast design with a random model. Research data were from articles published in Scopus-indexed journals or proceedings. The inclusion criteria in this research were articles published between 2014 – 2023 in English, quantitative type data with a contrast group design containing control and experimental groups, complete data (n, mean, SD), and research focused on STEM domain subjects. The data collection process used the PRISMA method. To ensure data quality, researchers conducted publication bias analysis using the fail-safe N method. The moderator variables were continent, stem domain, era, developing competency, game type, and education level. The results find that Gamification has a positive impact on student learning outcomes, as indicated by an effect size value of 0.5492 [0.3943; 0.7041] with a confidence interval of 95%. Gamification does not provide a significant positive difference in the moderator variables continent, era, developing competence, and game type. For STEM domain subjects, Gamification is highly recommended to be applied. For the educational level, Gamification is most recommended to be implemented in elementary school.</dc:description>
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	<dc:source xml:lang="en-US">Jurnal Pendidikan IPA Indonesia; Vol 12, No 4 (2023): December 2023; 564-574</dc:source>
	<dc:source>2089-4392</dc:source>
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