This dataset was used to encompass a comprehensive quantitative textual analysis of scholarly publications from 2013 to 2023, focusing on the application of gamified approaches to STEM education in secondary schools. The study scrutinizes the evolution of game-based educational methodologies, pinpointing main research trends, shifts in educational priorities, and technological advancements in the teaching and learning of STEM subjects. Initiated with a systematic collection from Web of Science and Scopus databases in March 2023, the dataset includes titles and abstracts of peer-reviewed papers and reviews, filtered through meticulously designed selection criteria to highlight relevant research in game-based learning, serious gaming, and edutainment within STEM disciplines. The final compilation, after rigorous screening for duplicates and relevance, presents 287 eligible abstracts, offering invaluable insights into the dynamic landscape of gamified STEM education research over the past decade.

Game-Based STEM Education Trends: 2013-2023 Dataset Analysis

Flavio MANGANELLO;Fabrizio Ravicchio;Chiara Fante
2024

Abstract

This dataset was used to encompass a comprehensive quantitative textual analysis of scholarly publications from 2013 to 2023, focusing on the application of gamified approaches to STEM education in secondary schools. The study scrutinizes the evolution of game-based educational methodologies, pinpointing main research trends, shifts in educational priorities, and technological advancements in the teaching and learning of STEM subjects. Initiated with a systematic collection from Web of Science and Scopus databases in March 2023, the dataset includes titles and abstracts of peer-reviewed papers and reviews, filtered through meticulously designed selection criteria to highlight relevant research in game-based learning, serious gaming, and edutainment within STEM disciplines. The final compilation, after rigorous screening for duplicates and relevance, presents 287 eligible abstracts, offering invaluable insights into the dynamic landscape of gamified STEM education research over the past decade.
2024
Istituto per le Tecnologie Didattiche - ITD - Sede Genova
STEM Education, game-based learning (GBL), Secondary school teaching
File in questo prodotto:
File Dimensione Formato  
GBL-STEM-EDU-SEC-DATASET-13-23.v.02.xlsx

accesso aperto

Tipologia: Altro materiale allegato
Licenza: Creative commons
Dimensione 203.33 kB
Formato Microsoft Excel XML
203.33 kB Microsoft Excel XML Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/536576
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact