Teaching of science, Technology, Engineering and Mathematics (STEM): A conceptual framework

Authors

  • Anum Riaz Beijing Normal University, China
  • Muhammad Taimoor Awais Beijing Normal University, China

DOI:

https://doi.org/10.14738/assrj.712.9585

Keywords:

gamification, conceptual cartography, educative serious games, gamebased learning

Abstract

Conceptual mapping was to study the term gamification in science, technology, engineering, and mathematics (STEM) learning. In total, 287 texts were obtained, of which 39 documents were selected for review. The axes of analysis were: notion, categorization, characterization, differentiation, division, linkage, methodology and exemplification. The result consisted of a systematization of the gamification concept and its methodological aspects for teaching STEM. The main findings will differentiation between gamification, serious educational games, and game-based learning. This will allow planning.

The purpose of this documentary research, carried out with the method of Conceptual Cartography, was to make a conceptual study of the term “gamification”, specifically in the learning of science, technology, engineering and mathematics (STEM). A total of 287 texts were obtained and finally 39 documents were selected for revision. Eight axes of analysis were applied: notion, categorization, characterization, differentiation, division, linkage, methodology and exemplification. The result was a systematization of the concept “gamification” and its methodological aspects for the teaching of STEM. The main finding was a differentiation between “gamification”, “educative serious games” and “game-based learning”. This would allow planning differentiated educational strategies according to specific teaching objectives.

References

Adams, D. M. & Clark, D. B. (2014). Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion. Computers & Education, vol. 73, pp. 149-159. https://doi.org/10.1016/j.compedu.2014.01.002

Ameerbakhsh, O., Maharaj, S., Hussain, A. & McAdam, B. (2018). A comparison of two methods of using a serious game for teaching marine ecology in a university setting. International Journal of Human-Computer Studies. https://doi.org/10.1016/j.ijhcs.2018.07.004

Anderson, C. G., Dalsen, J., Kumar, V., Berland, M. & Steinkuehler, C. (2018). Failing up: How failure in a game environment promotes learning through discourse. Thinking Skills and Creativity. https://doi.org/10.1016/j.tsc.2018.03.002

Annetta, L., Lamb, R., Minogue, J., Folta, E., Holmes, S., Vallett, D. & Cheng, R. (2014). Safe science classrooms: Teacher training through serious educational games. Information Sciences, vol. 264, pp. 61-74. https://doi.org/10.1016/j.ins.2013.10.028

Anupam, A., Gupta, R., Naeemi, A. & JafariNaimi, N. (2018). Particle in a box: An experiential environment for learning introductory quantum mechanics. IEEE Transactions on Education, vol. 61, núm. 1, pp. 29-37. https://doi.org/10.1109/TE.2017.2727442

Area, M. and González González, C. (2015). From teaching with textbooks to learning in gamified online spaces. Educatio Siglo XXI Magazine, vol. 33. https://doi.org/10.6018/j/240791

Bergeron, B. (2006). Appendix A: Glossary. En Developing serious games (p. 398). Hingham: Charles River Media. 652

Bermeo Yaffar, F., Hernández Mosqueda, S. and Tobón, S. (2016). Documentary analysis of the V heuristics through conceptual mapping. Ra Xim Hai, vol. 12, pp. 103-121. https://doi.org/10.35197/rx.12.01.e3.2016.05.fb

Berns, A., Palomo-Duarte, M., Dodero, J. M. & Valero Franco, C. (2013). Using 3-D online games to assess students’ foreign language acquisition and communicative competence. https://doi.org/10.1007/978-3-642-40814-4-3

Bogost, I. (2011). Gamification is bullshit. The Atlantic. Recuperado de https://www.researchgate.net/publication/273946902_Gamification_Is_Bullshit

Braghirolli, L. F., Ribeiro, J. L. D., Weise, A. D. & Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, vol. 58, pp. 315-324. https://doi.org/10.1016/j.chb.2015.12.063

Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. Bibliomotion, Inc.

Bybee, R. (2010). Advancing STEM Education: A 2020 vision. Technology and Engineering Teacher, vol. 70, núm. 1, pp. 30-35.

Cao, L. (2017). Apollo Lunar Roving Adventure Game. Recuperado de http:// www.lizhoucao.com/project/apollo-lunarroving-adventure-game

Center for Educational Informatics (2015). Crystal Island: Uncharted discovery. Recuperado de http://projects.intellimedia.ncsu.edu/uncharteddiscovery/

Chappin, E. J. L., Bijvoet, X. & Oei, A. (2017). Teaching sustainability to a broad audience through an entertainment game –The effect of Catan: Oil Springs. Journal of Cleaner Production, vol. 156, pp. 556-568. https://doi.org/10.1016/j.jclepro.2017.04.069

Chu, S. L., Angello, G., Saenz, M. & Quek, F. (2017). Fun in making: Understanding the experience of fun and learning through curriculum-base De Carvalho, C. V., Caeiro-Rodriguez, M., Llamas Nistal, M., Hromin, M., Bianchi, A., Heidmann, O. & Metin, A. (2018). Using video games to promote engineering careers. International Journal of Engineering Education, vol. 34, núm. 2, A, pp. 388-399.

De-Marcos, L., García-Cabot, A. & García, E. (2017). Towards the social gamification of e-learning: A practical experiment (vol. 33, pp. 66-73). Retrieved from https://www.researchgate.net/publication/316664417_Towards_the_social_gamification_of_elearning_A_practical_experiment

Derboven, J., Zaman, B., Geerts, D. & Grooff, D. De. (2016). Playing educational math games at home: The Monkey Tales case. Entertainment Computing, vol. 16, pp. 1-14. https://doi.org/10.1016/j.entcom.2016.05.004

Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. En Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011 (vol. 11, pp. 9-15). https://doi.org/10.1145/2181037.2181040

Díaz-Barriga, F. and Hernández, G. (2002). Teaching strategies for meaningful learning: a constructivist interpretation (2nd ed.). Mexico City: McGraw-Hill Interamericana.

Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S. & Mandryk, R. L. (2011). Calibration games: Making calibration tasks enjoyable by adding motivating game elements. En Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology (pp. 403-412). Nueva York, NY, USA: ACM. https://doi.org/10.1145/2047196.2047248

Freeman, B. & Higgins, K. (2016). A randomised controlled trial of a digital learning game in the context of a designbased research project. International Journal of Technology Enhanced Learning, vol. 8, núm. 3-4, pp. 297-317. https://doi.org/10.1504/IJTEL.2016.10001504

Fuentes Hurtado, M. & González Martínez, J. (2017). Secondary teachers training needs to implement gamified experiences in STEM. RED-Distance Education Magazine, no. 54. https://doi.org/10.6018/red/54/8

Gauthier, A., Corrin, M. & Jenkinson, J. (2015). Exploring the influence of game design on learning and voluntary use in an online vascular anatomy study aid. Computers & Education, vol. 87, pp. 24-34. https://doi.org/10.1016/j.compedu.2015.03.017 URL: http://dx.doi.org/10.14738/assrj.712.9585 653

Girard, C., Ecalle, J. & Magnan, A. (2013). Serious games as new educational tools: How effective are they? A metaanalysis of recent studies. Journal of Computer Assisted Learning, vol. 29. https://doi.org/10.1111/j.13652729.2012.00489.x

Hamada, M. & Sato, S. (2011). A game-based learning system for theory of computation using Lego NXT Robot.

Procedia Computer Science, vol. 4, pp. 19441952. https://doi.org/10.1016/j.procs.2011.04.212

Hodges, G. W., Wang, L., Lee, J., Cohen, A. & Jang, Y. (2018). An exploratory study of blending the virtual world and the laboratory experience in secondary chemistry classrooms. Computers & Education, vol. 122, pp. 179-193. https://doi.org/10.1016/j.compedu.2018.03.003

Hung, H.-T. (2017). Clickers in the flipped classroom: Bring your own device (BYOD) to promote student learning. Interactive Learning Environments, vol. 25, núm. 8, pp. 983-995. https://doi.org/10.1080/10494820.2016.1240090

Huotari, K. & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, vol. 27, núm. 1, pp. 21-31. https://doi.org/10.1007/s12525-015-0212-z

Jagoda, P., Gilliam, M., McDonald, P. & Russell, C. (2015). Worlding through Play Alternate Reality Games, Large-Scale Learning, and The Source. American Journal of Play, vol. 8, núm. 1, pp. 74-100.

Jenson, J. & Droumeva, M. (2016). Exploring media literacy and computational thinking: A game maker curriculum study. Electronic Journal of E-Learning, vol. 14, núm. 2, pp. 111-121.

Johnson-Glenberg, M. C. & Megowan-Romanowicz, C. (2017). Embodied science and mixed reality: How gesture and motion capture affect physics education. Cognitive Research: Principles and Implications, vol. 2, núm. 1, p. 24. https://doi.org/10.1186/s41235-017-0060-9

Kangas, M., Koskinen, A. & Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: The teacher’s pedagogical activities. Teachers and Teaching, vol. 23, núm. 4, pp. 451-470. https://doi.org/10.1080/13540602.2016.1206523

Kapp, K. (2012). The gamification of learning and instruction. Game-based methods and strategies for training and education. Pfeiffer.

Kiili, K., Moeller, K. & Ninaus, M. (2018). Evaluating the effectiveness of a game-based rational number training -Ingame metrics as learning indicators. Computers & Education, vol. 120, pp. 3-28. https://doi.org/10.1016/j.compedu.2018.01.012

Kim, B. & Ho, W. (2018). Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay. International Journal of Child-Computer Interaction, vol. 16, pp. 85-99. https://doi.org/10.1016/j.ijcci.2018.01.001

Klabbers, J. (2009). Terminological ambiguity: Game and simulation. Simulation & Gaming -Simulat Gaming, vol. 40, pp. 446-463. https://doi. org/10.1177/1046878108325500

Kumar, J. & Herger, M. (2013). Gamification at work: Designing engaging business software. The Interaction Design Foundation. Recuperado de https://www.researchgate.net/publication/262312974_Gamification_at_Work_Designing_Engaging_Business_Software

Lathrop, C. & Mackenzie, M. E. (2001). The Commission on National Security / 21st Century: A Hart-Rudman Comission Primer. Recuperado de https://www. ausa.org/sites/default/files/NSW-01-2-The-Commission-on-National-Security-21st-Century-A-Hart-Rudman-Commission-Primer.pdf

Latulipe, C., Long, B. & Seminario, C. (2015). Structuring flipped classes with lightweight teams and gamification. En SIGCSE ’15 Proceedings of the 46th ACM Technical Symposium on Computer Science Education (pp. 392-397). https://doi.org/10.1145/2676723.2677240

Leandro Eichler, M., Perry, G., Lima Lucchesi, I. & Meléndez, T. (2018). Mobile game-based learning in STEM subjects.

Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, vol. 15, pp. 1-5. Recuperado de https://www. researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother 654

Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W. & Lobene, E. V. (2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, vol. 264, pp. 4-18. https://doi.org/10.1016/j.ins.2013.09.005

Lin, D. T., Park, J., Liebert, C. A. & Lau, J. N. (2015). Validity evidence for surgical improvement of clinical knowledge ops: A novel gaming platform to assess surgical decision making. The American Journal of Surgery, vol. 209, núm. 1, pp. 79-85. https://doi.org/10.1016/j.amjsurg.2014.08.033

Li, Y., Huang, Z., Jiang, M. & Chang, T.-W. (2016). The effect on pupils’ science performance and problem-solving ability through Lego: An engineering designbased modeling approach. Educational Technology & Society, vol. 19, núm. 3, SI, pp. 143-156.

Llorens, F., Durán, F. J., Villagrá, C., Rosique, P., Satorre-Cuerda, R. & Molina-Carmona, R. (2016). Gamification of the learning process: Lessons learned. IEEE Iberoamerican Journal of Learning Technologies, vol. 11, p. 1. https: //doi.org/10.1109/RITA.2016.2619138

Locke, J. (1986). Thoughts on education (translation). Madrid: Akal.

Marín, I. and Hierro, E. (2013). Gamification: the power of play in business management and connecting with customers. Barcelona: Uranus / Active Company.

Mellor, K. E., Coish, P., Brooks, B. W., Gallagher, E. P., Mills, M., Kavanagh, T. J. & Anastas, P. T. (2018). The safer chemical design game. Gamification of green chemistry and safer chemical design concepts for high school and undergraduate students. Green Chemistry Letters and Reviews, vol. 11, núm. 2, pp. 103110. https://doi.org/10.1080/17518253.2018.1434566

Morley, M. S., Khoury, M. & Savić, D. A. (2017). Serious game approach to water distribution system design and rehabilitation problems. Procedia Engineering, vol. 186, pp. 76-83. https://doi.org/10.1016/j.proeng.2017.03.213

Morschheuser, B., Hassan, L., Werder, K. & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information and Software Technology, vol. 95, pp. 219-237. https://doi.org/10.1016/J.INFSOF.2017.10.015

Nathan, M. J. & Walkington, C. (2017). Grounded and embodied mathematical cognition: Promoting mathematical insight and proof using action and language. Cognitive Research -Principles and Implications, vol. 2. https://doi.org/10.1186/s41235-016-0040-5

New Media Consortium (2014). Horizon Report. Higher Education Edition. Retrieved from https://conectate.uniandes.edu.co/images/pdf/2014-nmchorizon-report-es-official.pdf

Ortiz, M., Chiluiza, K. & Valcke, M. (2016). Gamification in higher education and STEM: A systematic review of literature (pp. 6548-6558). https://doi. org/10.21125/edulearn.2016.0422

Pedersen, M. K., Svenningsen, A., Dohn, N. B., Lieberoth, A. & Sherson, J. (2016). DiffGame: Game-based mathematics learning for physics. Procedia-Social and Behavioral Sciences, vol. 228, pp. 316-322. https://doi.org/10.1016/j.sbspro.2016.07.047

Peng, C., Cao, L. & Timalsena, S. (2017). Gamification of Apollo lunar exploration missions for learning engagement. Entertainment Computing, vol. 19, pp. 5364. https://doi.org/10.1016/j.entcom.2016.12.001

Perini, S., Luglietti, R., Margoudi, M., Oliveira, M. & Taisch, M. (2018). Learning and motivational effects of digital gamebased learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game. Computers in Industry, vol. 102, pp. 40-49. https://doi.org/10.1016/j.compind.2018.08.005

Praet, M. & Desoete, A. (2014). Enhancing young children’s arithmetic skills through non-intensive, computerised kindergarten interventions: A randomised controlled study. Teaching and Teacher Education, vol. 39, pp. 56-65. https://doi.org/10.1016/j.tate.2013.12.003

Revelo, O., Collazos, C. A. and Jiménez-Toledo, J. (2018). Gamification as a didactic strategy for programming teaching / learning: a systematic mapping of literature. Lámpsakos, no. 19, pp. 31-46. https: // doi. org / 10.21501 /21454086.2347 URL: http://dx.doi.org/10.14738/assrj.712.9585 655

Riera, B., Annebicque, D. & Vigário, B. (2016). HOME I/O: An example of humanmachine systems concepts applied to STEM education. IFAC-PapersOnLine, vol. 49, núm. 19, pp. 233-238. https://doi.org/10.1016/j.ifacol.2016.10.530

Rodríguez, M., Díaz, I., González, E. J. & González-Miquel, M. (2018). Motivational active learning: An integrated approach to teaching and learning process control. Education for Chemical Engineers, vol. 24, pp. 7-12. https://doi.org/10.1016/j.ece.2018.06.003

Rowe, E., Asbell-Clarke, J., Baker, R. S., Eagle, M., Hicks, A. G., Barnes, T. M. & Edwards, T. (2017). Assessing implicit science learning in digital games. Computers in Human Behavior, vol. 76, pp. 617-630. https://doi.org/10.1016/j.chb.2017.03.043

Sailer, M., Hensen, J. U., Mayr, S. & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, núm. 69, pp. 371-380. https://doi.org/10.1016/j.chb.2016.12.033

Sánchez-Martín, J., Cañada-Cañada, F. & Dávila-Acedo, M. A. (2017). Just a game? Gamifying a general science class at university: Collaborative and competitive work implications. Thinking Skills and Creativity, vol. 26, pp. 51-59. https://doi.org/10.1016/j.tsc.2017.05.003

Seixas, L., Gomes, A. & Melo Filho, I. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, vol. 58, pp. 48-63. https://doi.org/10.1016/j.chb.2015.11.021 Shih, J.-L., Huang, S.-H., Lin, C.-H. &

Tseng, C.-C. (2017). STEAMing the ships for the great voyage: Design and evaluation of a technology-integrated maker game. Interaction Design and Architectures, núm. 34, SI, pp. 61-87.

Smith, K., Shull, J., Dean, A., Shen, Y. & Michaeli, J. (2016). SiGMA: A software framework for integrating advanced mathematical capabilities in serious game development. Advances in Engineering Software, vol. 100, pp. 319-325. https://doi.org/10.1016/j.advengsoft.2016.08.007

Smithsonian Science Education Center (2019). The STEM imperative. Recuperado de https://ssec.si.edu/stem-imperative

Steghöfer, J.-P., Burden, H., Alahyari, H. & Haneberg, D. (2017). No silver brick: Opportunities and limitations of teaching Scrum with Lego workshops. Journal of Systems and Software, vol. 131, pp. 230-247. https://doi.org/10.1016/j.jss.2017.06.019

Subhash, S. & Cudney, E. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in human behavior (Vol. 87). https:// doi.org/10.1016/j.chb.2018.05.028

Taub, M., Azevedo, R., Bradbury, A. E., Millar, G. C. & Lester, J. (2018). Using sequence mining to reveal the efficiency in scientific reasoning during STEM learning with a game-based learning environment. Learning and Instruction, vol. 54, pp. 93-103. https://doi.org/10.1016/j.learninstruc.2017.08.005

The EU Framework for Research and Innovation (2011). Proposal for a regulation of the European Parliament and of the council establishing Horizon 2020 -The Framework Programme for Research and Innovation (2014-2020). Recuperado de https://eur-lex.europa.eu/legal-content/EN/TXT/PDF/?uri=CEL EX:52011PC0809&from=EN

Tobón, S. (2012). Conceptual mapping: strategy for the formation and evaluation of concepts and theories. Mexico: CIFE.

Valle, A., González-Cabanach, R., Cuevas-González, L. M. and Fernández-Suárez, A. P. (1998). Learning strategies: basic characteristics and their relevance in the school context. Psychodidactic Magazine, no. 6, pp. 53-68. Recovered from https://www.redalyc.org/pdf/175/17514484006.pdf

Vate-U-Lan, P. (2015). Transforming classrooms through game-based learning: A feasibility study in a developing country. International Journal of Game-Based Learning, vol. 5, núm. 1, pp. 46-57. https://doi.org/10.4018/ijgbl.2015010104

Velázquez, G. and Salgado, J. (2016). Technological innovation: an analysis of economic growth in Mexico (2002-2012: projection to 2018). Economic Analysis, vol. XXXI, no. 78, pp. 145-170. Recovered from http://www.analisiseconomico.azc.uam.mx/index.php/rae/article/view/46

Villagrasa, S., Fonseca, D., Redondo, E. & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, vol. 16, núm. 4, pp. 38-57. https://doi.org/10.4018/jcit.2014100104 656

Villegas, B. & Alvarado, E. (2017). Gamification, a didactic strategy in higher education (pp. 6761-6771). https://doi.org/10.21125/edulearn.2017.2548

Vlachopoulos, D. & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, vol. 14, núm. 1, p. 22. https://doi.org/10.1186/s41239-017-0062-1

Whalen, K. A., Berlin, C., Ekberg, J., Barletta, I, & Hammersberg, P. (2018). ‘All they do is win’: Lessons learned from use of a serious game for Circular Economy education. Resources, Conservation and Recycling, vol. 135, pp. 335-345. https://doi.org/10.1016/j.resconrec.2017.06.021

Wiggins, B. (2016). An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning, vol. 6. https://doi.org/10.4018/IJGBL.2016010102

Zatarain Cabada, R. (2018). Affective recognition and gamification applied to learning algorithmic logic and programming.

Downloads

Published

2021-01-10

How to Cite

Riaz, A., & Awais, M. T. (2021). Teaching of science, Technology, Engineering and Mathematics (STEM): A conceptual framework. Advances in Social Sciences Research Journal, 7(12), 641–657. https://doi.org/10.14738/assrj.712.9585