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Digital gamification in STEM education (2010: 2025): a systematic review with bibliometric and temporal thematic mapping
Frontiers in EducationInternationalHigh confidence1 min
What changed
A systematic review utilizing bibliometric analysis and temporal thematic mapping has investigated the application of digital gamification in STEM education from 2010 to 2025. The study, based on 158 academic records, confirms the widespread integration of digital gamification across various educational platforms and technologies, while also highlighting the dispersed nature of existing evidence regarding its effectiveness across different educational stages, subjects, technologies, and methodologies.
Why it matters
This analysis highlights the growing trend of digital gamification in STEM education and the current state of research evidence. Understanding the fragmented nature of this evidence is crucial for guiding future investment, policy development, and educational strategies to ensure effective integration and maximize learning outcomes from gamified approaches.
What to watch
Digital gamification is extensively used in STEM education through platforms, learning management systems, applications, response systems, immersive environments, and adaptive resources.
Forward consideration, not a verified fact.
Reported by Frontiers in Education, International. The document itself is not reproduced here.
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