Literatur Review Tentang Gamifikation Dan STEM
Literatur Review Tentang Gamifikation Dan STEM
Literatur Review Tentang Gamifikation Dan STEM
3
Department of Curriculum and Instructional Technology,
University of Malaya, Kuala Lumpur, Malaysia
4
School of Education, The University of Adelaide, Australia
5
Research Center for Society and Culture,
National Research and Innovation Agency, Indonesia
DOI: 10.15294/jpii.v12i4.48388
Accepted: October 26th, 2023. Approved: December 29th, 2023. Published: December 31st 2023
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 in-
fluence 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 with a random model. Research data were from
articles published in Scopus-indexed journals or proceedings. The inclusion criteria in this research were articles
published between 2014 – 2023 in English, quantitative type data with a contrast group design containing control
and experimental groups, complete data (n, mean, SD), and research focused on STEM domain subjects. The
data collection process used the PRISMA method. To ensure data quality, researchers conducted publication bias
analysis using the fail-safe N method. The moderator variables were continent, stem domain, era, developing
competency, game type, and education level. The results find that Gamification has a positive impact on student
learning outcomes, as indicated by an effect size value of 0.5492 [0.3943; 0.7041] with a confidence interval of
95%. Gamification does not provide a significant positive difference in the moderator variables continent, era,
developing competence, and game type. For STEM domain subjects, Gamification is highly recommended to be
applied. For the educational level, Gamification is most recommended to be implemented in elementary school.
Keywords: gamification; meta-analysis; subject of learning; teaching and learning; STEM domain
For greater clarity, the data collection data according to analysis needs. The initial
process is shown in Figure 1. 20 articles met search found 234 articles. Then, through a
the inclusion requirements, making them strict screening process based on the speci-
eligible to enter the analysis stage. Figure 1 fied inclusion criteria, 20 articles that con-
explains the flow of the literature filtering tained complete data and appropriate themes
process to produce literature that contains were found.
This study utilized highly varied data sour- assumption of population variance was then
ces. This was demonstrated by the researcher col- clarified with a test of data heterogeneity (Bo-
lecting research results from all continents (Asia, renstein, 2009). The heterogeneity test used the
Europe, and America), educational levels (from Q, Ʈ2, and I2 methods. An effect size between
preschool to high school and beyond), game ty- studies was considered heterogeneous when the
pes (virtual and non-virtual), and evolving com- Q p-value was below 0.05 (for a 95% confidence
petencies (affective, cognitive, and skills). Thus, interval), Ʈ2 > 0 (Retnawati et al., 2018), and I2
this study used a random-effects model, assuming values indicating low (0-25%), moderate (25%-
that population variance contributes to variance 75%), and substantial heterogeneity (75%-100%)
in the effect size due to the different populations (Higgins, 2003).
(Borenstein, 2009; Retnawati et al., 2018). The
568 J. Arlinwibowo, N. Ishartono, Y. Linguistika,
D. Purwoko, S. Suprapto/ JPII 12 (4) (2023) 564-574
The meta-analysis in this study used a stan- sidered free from publication bias when the fail-
dardized group contrast design. Standardization safe N value > 5K + 10, where K is the number
was performed because the scale of values among of studies (Mullen et al., 2001)
data was highly diverse, requiring standardizati-
on to produce proportional aggregates among RESULTS AND DISCUSSION
studies (Arlinwibowo et al., 2022). To determine
the total effect size (d), the first step was to calcu- This research analyzed 60 studies taken
late it using the formula as follows (Retnawati et from 20 research results. This research was con-
al., 2018). ducted in various countries and continents, in-
volving preschool, elementary and high school,
and university students. Based on those data, this
research analyzed the data that was assumed to
be heterogeneous to conclude the potential for
Then, to determine the standard error of d using games to improve the quality of learning
(), the formula was: in STEM domain subjects. The following is an
explanation of the Meta-analysis results: proving
the heterogeneity assumption, exploring the pub-
lication of data bias, inferring effect sizes, and
analyzing moderator variables by utilizing the R
To minimize bias, the effect size and stan- application with the Meta and metafor packages.
dard error were then converted using the formula Three methods, namely Ʈ2, I2, and Q,
proposed by (Hedges, 1981): were used to prove the heterogeneity. These three
methods were used to guarantee the accuracy of
judgment to prove heterogeneity. The analysis re-
sults show that Ʈ2 = 0.2979 [0.2147; 0.5732] >
0 (Retnawati et al., 2018). Thus, based on the Ʈ2
value, it can be concluded that the data in this
study are heterogeneous. Analysis results I2 =
The process of calculating effect size and 77.9% [71.9%; 82.7%] fall into the substantially
standard error used the R application with the heterogeneous data category, so it can be conclu-
meta and metafor packages. The results of effect ded that based on I2, the data in this study are
size and standard error served as the basis for vi- heterogeneous (Higgins, 2003). The Q test results
sual representations in the form of forest plots show a p-value < 0.0001, which is below 0.05 (for
and funnel plots. The effect size results could be a confidence interval of 95%), so according to
classified into five categories: no effect, low ef- the Q test, it can be concluded that the data in this
fect, moderate effect, high effect, and very high study are heterogeneous (Retnawati et al., 2018).
effect (Sullivan & Feinn, 2012). The classification Thus, selecting a random model in Meta-analysis
table for effect size values is presented in Table 3. is appropriate regarding data characteristics and
statistics.
Identification of publication bias is proven
Table 3. Effect Size Categories Results of Meta- using the file-safe N method with the criteria that
Analysis of Contrast Group Model data is said to be free from publication bias when
Effect Size Category N > 5K + 10 (N is the fail-safe value of N and
0 – 0.19 No Effect K is the number of studies). The analysis output
shows Fail-safe N: 5332 for a confidence level of
0.20 – 0.49 Small 95%. Thus, N = 5332 > 5 × 60 +10 = 310. Based
0.50 – 0.79 Medium on these calculations, it is proven that the data is
0.80 – 1.29 Large free from publication bias (Mullen et al., 2001) so
> 1.30 Very Large that the meta-analysis results can be trusted.
After the random model selection is con-
firmed to be correct and devoid of publication
To ensure the quality of the gathered data,
bias, the meta-analysis process can be repeated
this study needed to demonstrate freedom from
to ascertain the conclusion of the differences bet-
publication bias. Techniques for demonstrating
ween the two groups. The effect size represents
bias intervention included funnel plots, Egger’s
the difference between the two groups. The study
test, and fail-safe N. A meta-analysis study is con-
findings suggest that the random effect size mo-
J. Arlinwibowo, N. Ishartono, Y. Linguistika,
569
D. Purwoko, S. Suprapto/ JPII 12 (4) (2023) 564-574
del has an effect size of 0.5492 [0.3943; 0.7041] research by Kim and Castelli (2021), Mazeas et
and a p-value of 0.0001 with a confidence level of al. (2022), and Wang et al. (2022)such as provi-
95% (Hedges, 1981). ding digital badges earned for specific accomp-
The p-value is 0.0001 0.05 based on this lishments, are related to student engagement in
result, indicating that there is a significant diffe- educational settings. The purpose of this study
rence between the two groups being compared. was to conduct a meta-analytic review to quanti-
The groups compared in this study are students fy the effects of gamified interventions on student
taught using non-game approaches and students behavioral change. Methods: A meta-analysis
taught using game-based learning. The interpre- was performed using the following databases:
table outcomes of the second analysis are 0.5492 The Academic Search Complete, Communicati-
[0.3943; 0.7041]. According to the results of on & Mass Media Complete, Education Source,
this examination, the total effect size is 0.5492. ERIC, Library Information Science & Techno-
A range of total effect size values is discovered logy Abstracts, and PsycINFO. Inclusion in the
between 0.3943 and 0.7041 with a confidence in- review required: (a.
terval of 95%. A positive result implies that the Forest plot visualization can show com-
game-based learning group outperforms the non- prehensive analysis results. The forest plot of the
game-based learning group in terms of learning analysis output using the R application contains
outcomes. The effect size indicates that the st- a summary of the raw data, the mean effect size
rength of the differences between the two groups for each study, the standard error for each study,
is moderate (Sullivan & Feinn, 2012). The results the total effect size, and the total standard error.
of this meta-analysis are consistent with earlier The forest plot can be seen in Figure 2 as follows.
The general description of the impact of In this research, the moderator variables
game-based learning on improving the quality of analyzed are continent, STEM domain, era, com-
learning shows a positive effect with medium st- petencies developed, game type, and education
rength. Analysis of moderator variables can pro- level. The results of the moderator variable analy-
vide a more in-depth portrayal of various other sis are summarized in the forest plot in Figure 3.
factors that have an influence.
570 J. Arlinwibowo, N. Ishartono, Y. Linguistika,
D. Purwoko, S. Suprapto/ JPII 12 (4) (2023) 564-574