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.
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
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Citation
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Verification
This is an authenticated AZIZ OS resource record.
- 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.
This verification confirms the AZIZ OS resource record and its documented provenance. It does not establish authorship of the underlying external work.