The aim of the present study is to explore the evolving trend of research directions in the field of game in STEM learning. This research uses Scopus search analysis, Microsoft Excel software, and VOS viewer software. Based on 1489 articles (488 selected documents) selected from Scopus indexed journals, co-authorship, co-citation, co-occurrence, cluster, and content analysis were conducted. The results of the quantitative analysis showed that hugely important work on games of STEM education, namely computer game and digital game base learning. The literature on games in STEM education has explored fourteen hot themes during the last couple of decades: STEM, digital game, active learning, game based learning, game, project based learning, s...
The lack of ability of students in learning science in elementary schools and the lack of ability of...
Physics is one of the abstract subjects that require visualization so that learning media is needed ...
This study aims to describe the use of online game media through ProProfs to improve the Digital Lit...
Elementary school learning that is integrated with games can increase student motivation in learning...
Elementary school learning that is integrated with games can increase student motivation in learning...
The development of scientific publications in the field of traditional game learning models requires...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
Game as a media currently it has been implemented in several fields, including education. The implem...
This study examines the tendencies of studies carried out using text mining methods under the title ...
Games are a part of the learning media that can capture a child's interest, making the teaching and ...
The rapid development of information technology affects numerous aspects of human life, including ed...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
A myriad of technological options can be used to support digital game-based learning. One popular te...
Today’s IT-savvy students are accustomed to multi-tasking, graphics, fun, and fantasy. They are said...
The CHERMUG project aims to develop a digital game to support students in acquiring methodological a...
The lack of ability of students in learning science in elementary schools and the lack of ability of...
Physics is one of the abstract subjects that require visualization so that learning media is needed ...
This study aims to describe the use of online game media through ProProfs to improve the Digital Lit...
Elementary school learning that is integrated with games can increase student motivation in learning...
Elementary school learning that is integrated with games can increase student motivation in learning...
The development of scientific publications in the field of traditional game learning models requires...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
Game as a media currently it has been implemented in several fields, including education. The implem...
This study examines the tendencies of studies carried out using text mining methods under the title ...
Games are a part of the learning media that can capture a child's interest, making the teaching and ...
The rapid development of information technology affects numerous aspects of human life, including ed...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
A myriad of technological options can be used to support digital game-based learning. One popular te...
Today’s IT-savvy students are accustomed to multi-tasking, graphics, fun, and fantasy. They are said...
The CHERMUG project aims to develop a digital game to support students in acquiring methodological a...
The lack of ability of students in learning science in elementary schools and the lack of ability of...
Physics is one of the abstract subjects that require visualization so that learning media is needed ...
This study aims to describe the use of online game media through ProProfs to improve the Digital Lit...