2023
DOI: 10.15294/jpii.v12i4.48388
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Gamification in the STEM Domain Subject: The Prospective Method to Strengthen Teaching and Learning

J. Arlinwibowo,
N. Ishartono,
Y. Linguistika
et al.

Abstract: Several meta-analysis studies related to game-based learning or Gamification have been carried out by various researchers. However, there is still a scarcity of studies specifically elucidating the extent of Gamification's impact on STEM domain subjects. Therefore, this research aims to summarize various research results related to the influence of game-based learning in improving student learning outcomes in STEM domain subjects. This research was a meta-analysis using the standardized group contrast design w… Show more

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“…Gamification is the use of game design elements, tools, methods, or principles in non-game contexts, such as education, to increase motivation, participation, and enjoyment to generate better impact for users/students (Arlinwibowo et al, 2023;Saputra et al, 2024). Gamification can contain many elements such as points, badges, leaderboards, levels, rewards, feedback, challenges, and narratives.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the use of game design elements, tools, methods, or principles in non-game contexts, such as education, to increase motivation, participation, and enjoyment to generate better impact for users/students (Arlinwibowo et al, 2023;Saputra et al, 2024). Gamification can contain many elements such as points, badges, leaderboards, levels, rewards, feedback, challenges, and narratives.…”
Section: Introductionmentioning
confidence: 99%