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Knowledge Resource

Research Summary: Digital gamification in STEM education (2010–2025): a systematic review with bibliometric and temporal thematic mapping

Original authors
Attribution requires verification
Original source
Frontiers in Education
Summary & Analysis prepared by
Aziz Shuaib Ausi
Resource type
Research Summary / Knowledge Resource
Resource published on AZIZ OS
16 September 2026
Reading time
1 min
Publication type
Knowledge Resource
Availability
Open access
About this Summary & Analysis

AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.

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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.

Key insights

  • Digital gamification is extensively used in STEM education through platforms, learning management systems, applications, response systems, immersive environments, and adaptive resources.
  • The evidence concerning digital gamification in STEM education is fragmented across educational stages, subject areas, technologies, mechanics, and methodological designs.
  • A systematic review was conducted adhering to PRISMA 2020 guidelines, analyzing publications from 2010 to 2025.
  • 158 studies were included in the analysis after initial search, deduplication, screening, and eligibility assessments from Scopus and Web of Science Core Collection.

Source

Frontiers in Education — https://www.frontiersin.org/articles/10.3389/feduc.2026.1937928

Citation

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Verification

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Verification ID
ASA-EXE-2026-00593
Version
v1.0 · r0
Issued
16 September 2026
Resource prepared by
Aziz Shuaib Ausi
Resource status
Research Summary / Knowledge Resource
Underlying work
Digital gamification in STEM education (2010–2025): a systematic review with bibliometric and temporal thematic mapping
Original authors
Attribution requires verification
Original source
Frontiers in Education
Provenance status
Attribution requires verification
Rights
Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.

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