A scientometrics analysis and systematic review of STEAM education with gamification
Thada Jantakoon
Faculty of Science and Technology, Rajabhat MahaSarakham University, MahaSarakham, Thailand.
https://orcid.org/0000-0001-5935-5875
Thiti Jantakun
Faculty of Education, Roi Et Rajabhat University, Roi Et, Thailand.
https://orcid.org/0009-0007-4250-7589
Kitsadaporn Jantakun
Faculty of Education, Roi Et Rajabhat University, Roi Et, Thailand.
https://orcid.org/0009-0004-0856-6524
DOI: https://doi.org/10.20448/edu.v10i2.5618
Keywords: STEAM, STEAM education, Gamification, STEAM and gamification, Scientometrics analysis, Systematic review, Scopus.
Abstract
This scientometric analysis and systematic review methodologies examine the integration of gamification into steam education from 2017 to 2023. We collected data from the Scopus database. The study employed content analysis to evaluate 34 articles published during the past 7 years. The aggregate magnitude and trajectory of publications. The study examined trends in terms of annual accounts, number of articles, distribution of articles by sources, most productive sources, keywords, top collaboration groups, theme evolutions, contributions, practical consequences, and conceptual framework. The findings revealed the publication of 34 papers across 30 sources between 2017 and 2023, offering significant insights into the data and document formats. The research on steam with gamification revealed fluctuations, alternating between deceleration and positive acceleration. The articles experienced their highest growth rate in 2022. "CEUR workshop proceedings" is the primary source for the most frequently published articles. We request the keyword Plus growth rate for phrases such as "computer-aided instruction," "e-learning," and "embedded systems." The analysis’s findings on thematic evolution unveiled three significant advancements: (1) Studies in science and technology have shifted their focus towards steam education. (2) Research on learning environments has expanded to include further investigation into stem education and the integration of science and technology. (3) School students’ research has evolved and merged with the study of the learning process. The outcomes, contributions, and real-world significance of incorporating gamification into steam education. The conceptual framework ultimately fosters the development of creativity, problem-solving skills, and innovative abilities.