Abstract

The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European countries (Slovakia and Ireland). The studies investigated the impact of a new educational computer game called Final Frontier on learning process and students’ motivation. We found that there are no significant differences between the two countries in terms of students’ interest in STEM, although the students in Slovakia achieved slightly better grades than those in Ireland. We also found that in both countries, the students using the Final Frontier game outperformed those not using the game in improving their subject knowledge after the study. Furthermore, the impact of game-based learning on students’ motivation for STEM differed in the two countries. https//doi.org/10.34105/j.kmel.2022.14.020

Details

Title
Impact of game-based learning on STEM learning and motivation: Two case studies in Europe
Author
Nour El Mawas; Truchly, Peter; Podhradsky, Pavol; Medvecky, Martin; Cristina Hava Muntean; | |
Pages
360-394
Section
Articles
Publication year
2022
Publication date
2022
Publisher
The University of Hong Kong - Faculty of Education
ISSN
20737904
e-ISSN
23095008
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2774230252
Copyright
© 2022. This work is published under https://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.