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EFFECTS OF DIGITAL GAME-BASED LEARNING IN STEM EDUCATION ON STUDENTS’ MOTIVATION: A SYSTEMATIC LITERATURE REVIEW
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EFFECTS OF DIGITAL GAME-BASED LEARNING IN STEM EDUCATION ON STUDENTS’ MOTIVATION: A SYSTEMATIC LITERATURE REVIEW (2024)EFFECTS OF DIGITAL GAME-BASED LEARNING IN…Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Effects of digital game-based…Which role models are effective for which students? 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(2016)STEM Education: A Review of t…Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Preferred reporting items for…Digital game-based learning (2003)Digital game-based learningThe Measurement of Observer Agreement for Categorical Data (1977)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Bias in meta-analysis detected by a simple, graphical test (1997)Quantifying heterogeneity in a meta‐analysis (2002)Measuring inconsistency in meta-analyses (2003)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis (2021)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A Handbook of Child Psychology (1932)Content Analysis: An Introduction to its Methodology. (1984)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)STEM Education in Secondary Schools: Teachers’ Perspective towards Sustainable Development (2020)Beyond Content: The Role of STEM Disciplines, Real-World Problems, 21st Century Skills, and STEM Careers within Science Teachers’ Conceptions of Integrated STEM Education (2021)Beyond the basics: a detailed conceptual framework of integrated STEM (2021)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)Self‐determination theory and work motivation (2005)Handbook of Competence and Motivation (2013)Interaksi dan motivasi belajar mengajar (2016)Impact of Self-Directed Learning and Educational Technology Readiness on Synchronous E-Learning (2021)The Technology Interface and Student Engagement Are Significant Stimuli in Sustainable Student Satisfaction (2023)The types of intrinsic motivation as predictors of academic achievement: the mediating role of deep learning strategy (2025)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)A systematic review of high impact empirical studies in STEM education (2022)Exploring instructional design in K-12 STEM education: a systematic literature review (2024)STEM learning opportunities and career aspirations: the interactive effect of students’ self-concept and perceptions of STEM professionals (2024)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)RoB 2: a revised tool for assessing risk of bias in randomised trials (2019)PRISMA-S: an extension to the PRISMA Statement for Reporting Literature Searches in Systematic Reviews (2021)PRISMA2020 : An R package and Shiny app for producing PRISMA 2020‐compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis (2022)Reporting guideline for overviews of reviews of healthcare interventions: development of the PRIOR statement (2022)The Effects of Integrated STEM Education Practices on Problem Solving Skills, Scientific Creativity, and Critical Thinking Dispositions (2022)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)Game-based learning in computer science education: a scoping literature review (2023)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
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References

  • 2015Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement26,189 cited
  • 2020The PRISMA 2020 statement: an updated guideline for reporting systematic reviews5,174 cited
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Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs
147 cited
  • 2019Gamification through leaderboards: An empirical study in engineering education142 cited
  • 2020STUDENTS’ MOTIVATION IN ONLINE LEARNING DURING COVID-19 PANDEMIC ERA: A CASE STUDY142 cited
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