Abstract

Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from 2010 to 2020 showed that digital games contributed to a moderate overall effect size (ES = 0.667, 95% CI [0.520–0.814], p < 0.001) when compared with other instructional methods. Furthermore, the study explored multiple moderator variables and their potential impacts on learning outcomes such as control treatment, subject discipline, educational level, game type, gaming platform, and intervention duration. The findings suggest that digital games are a promising pedagogical method in STEM education that effectively improves learning gains. Additionally, the study concludes with three recommendations for future research and practices on digital games in STEM education.

Details

Title
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
Author
Liang-Hui, Wang 1   VIAFID ORCID Logo  ; Chen, Bing 1 ; Hwang Gwo-Jen 2 ; Jue-Qi, Guan 1 ; Yun-Qing, Wang 1 

 Zhejiang Normal University, Key Laboratory of Intelligent Education Technology and Application of Zhejiang Province, Jinhua, China (GRID:grid.453534.0) (ISNI:0000 0001 2219 2654) 
 National Taiwan University of Science and Technology, Graduate Institute of Digital Learning and Education, Taipei, Taiwan (GRID:grid.45907.3f) (ISNI:0000 0000 9744 5137) 
Publication year
2022
Publication date
Dec 2022
Publisher
Springer Nature B.V.
e-ISSN
21967822
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2640562584
Copyright
© The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.