Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges

Version 1 : Received: 20 February 2024 / Approved: 21 February 2024 / Online: 21 February 2024 (10:43:50 CET)

A peer-reviewed article of this Preprint also exists.

Fante, C.; Ravicchio, F.; Manganello, F. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges. Educ. Sci. 2024, 14, 662. Fante, C.; Ravicchio, F.; Manganello, F. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges. Educ. Sci. 2024, 14, 662.

Abstract

Recently, interest in STEM education has grown among researchers and educators, also considering the skills required to address the challenges of the 21st century. Supporting learning in STEM subjects is an open challenge, especially during secondary education, which is reflected in the implementation of innovative pedagogical practices, including approaches focused on Game-Based Learning (GBL). This study analyzed the main issues addressed by research on game-based educational approaches applied to STEM teaching and learning in secondary school and their evolving trends. A text analysis of abstracts published in the past decade was conducted using T-lab software. The “Word Analysis” function was used for preliminary visual mapping; then the “Specificity Analysis” and “Thematic Analysis of Elementary Contexts” functions were applied to explore changes in research directions and to map the themes covered by the most recent studies. The results showed that the implementation of games in STEM disciplines is a promising area of inquiry. A shift in research directions also emerged, currently more focused on studying how GBL can foster engagement and the emotional component of learning. Adapting to rapidly changing technology and integrating essential skills such as coding and computational thinking are additional challenges that the research community is facing.

Keywords

Game-Based Learning; Secondary STEM Education; Research Trends; Textual Analysis.

Subject

Social Sciences, Education

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