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Advances in Social Sciences Research Journal – Vol.7, No.12
Publication Date: December 25, 2020
DOI:10.14738/assrj.712.9585.
Riaz, A., & Awais, M. T. (2020). Teaching of Science, Technology, Engineering and Mathematics (STEM): A Conceptual Framework.
Advances in Social Sciences Research Journal, 7(12) 641-657
Teaching of Science, Technology, Engineering and Mathematics
(STEM): A Conceptual Framework
Anum Riaz
Beijing Normal University, China
Muhammad Taimoor Awais
Beijing Normal University, China
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.
Keywords : gamification, conceptual cartography, educative serious games,
gamebased learning
INTRODUCTION
The economic growth of a society depends, to a large extent, on the development of new
technologies that allow facing the challenges posed by a complex and changing global economic
environment. This makes the need to improve science and technology education in Mexico urgent.
The United States Commission for Homeland Security in the 21st century stated that science,
technology, and education need to be properly managed for the common good in the future (Lathrop
& Mackenzie, 2001).
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Science, technology, engineering and mathematics education (STEM) is an educational proposal
whose objective is to promote the skills of students in these four disciplines, so that they are related
to each other to provide a better educational experience for the students (Bybee, 2010). This is
important because the number of jobs related to STMCs grew threefold compared to other areas
between 2000 and 2010, and because a huge number of jobs in this job could not be filled due to
lack of personnel. trained (Smithsonian Science Education Center, 2019).
On the other hand, games have great potential to motivate individuals (Sailer, Hensen, Mayr &
Mandl, 2017). The constructivist theory establishes that learning can only occur when the student
joyfully conceptualizes new experiences. Therefore, the game has been considered as a fundamental
element for people to achieve meaningful learning. This potential can be applied to education
through the concepts associated with “gamification”, understood as the use of game elements in
non-recreational contexts (Deterding, Dixon, Khaled & Nacke, 2011). Gamification, taken as an
educational strategy, was first documented in 2010 and has gained relevance since then (Llorens et
al., 2016). It is, from this perspective, an excellent tool to facilitate learning.
This approach has caught the attention of educators in recent years because it offers the possibility
of making learning more attractive to learners (Seixas, Gomes & Melo, 2016), which has led to a
notable increase in interest in this field. study. Lack of motivation in class is one of the challenges
that teaching staff face (Lee & Hammer, 2011). Considering that the main objective of gamification
is to improve the participation of students in class (Villagrasa, Fonseca, Redondo & Durán, 2014), it
is natural to find that this strategy has been frequently applied in educational contexts (De Marcos,
García-Cabot & García, 2017).
In accordance with the above, our study focuses on a conceptual analysis of gamification in the
teaching of STEM, in which we use eight categories.
RESEARCH METHOD
The study was carried out using conceptual cartography, which is an eminently qualitative
documentary analysis method to systematize the results that the specialized scientific literature has
previously carried out on a subject in question. The general procedure is to select, analyze and
systematize published documents on the subject to answer research questions on it (Bermeo,
Hernández and Tobón, 2016). Analysis technique As a strategy for documentary analysis, we use
eight axes of analysis: notion, categorization, characterization, differentiation, division, linkage,
methodology and exemplification (Tobón, 2012). Conceptual mapping uses guiding questions that
show the elements that must be addressed in each of the central axes and that serve as a guide for
the search in the analysis and organization of the knowledge acquired around the concept studied
(see Table 1).
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Riaz, A., & Awais, M. T. (2020). Teaching of Science, Technology, Engineering and Mathematics (STEM): A Conceptual Framework. Advances in Social
Sciences Research Journal, 7(12) 641-657.
URL: http://dx.doi.org/10.14738/assrj.712.9585 643
Table 1: Key axes of conceptual mapping
Analysis axis Central question Components
Notion What is the etymology of the concept
of gamification in the teaching of
STEM, its historical development
and its current definition?
Etymology of the terms
Historical development of the
concept
Current definition
Categorization To which major class does the
concept of gamification belong?
Immediate class: definition and
characteristics
Following class: definition and
characteristics
Characterization What are the central characteristics of
the concept of gamification?
Key characteristics of the concept
taking into account the notion and
categorization
Explanation of each characteristic
Differentiation What other similar concepts does the
concept of gamification differ from?
Description of the similar concepts of
which the central concept tends to be
confused
Definition of each concept
Specific differences with the central
concept
Classification In which subclasses or types is the
concept of gamification classified?
Defining criteria for establishing
subclasses
Description of each subclass
Bonding How is gamification linked to certain
theories, social-cultural processes
and epistemological referents outside
the category?
Description of one or several
approaches or theories that contribute
to the understanding, construction
and application of the concept.
Explanation of the contributions of
these approaches
The approaches or theories have to be
different from what is exposed in the
categorization
Methodology What are the minimum
methodological elements involved in
the gamification approach?
Steps or general elements to apply the
concept
Exemplification What could be a relevant and
pertinent example of application of
the concept of gamification in the
teaching of STEM?
Concrete example that illustrates the
application of the concept and
addresses the steps of the
methodology
Example must contain context details
CRITERIA FOR THE SELECTION OF DOCUMENTS
During this stage, we select both the keywords and the databases to consult. For the work, we chose
the scientific literature databases ScienceDirect and Web of Science. The search terms applied were
"gamification" or "serious games" or "game-based learning" and "STEM".
Each document had to meet the following criteria to be selected:
▪Include keywords according to the specified Boolean expression.
▪ Focus on gamification in the teaching-learning process of STEM.
▪Have author, year and person in charge of the edition (publisher, research center, university or
magazine).
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▪ Be written in the English language.
▪Be articles published in peer-reviewed journals during the 2014-2018 period.
Study phases
The documentary research was carried out following the following phases:
▪ Phase 1: search of the relevant primary sources in the selected databases. We obtained 253
records from ScienceDirect and 34 from Web of Science. In total there were 287 texts.
▪ Phase 2: selection of documents that met the established criteria. After reading the abstracts, we
ruled out 248 articles that did not meet the criteria, and 39 were left for review. The totality of the
chosen works had as their main objective the teaching of STMCs through the application or proposal
of educational strategies focused on the use of games and mechanics associated with them.
▪ Phase 3: elaboration of the conceptual cartography based on its eight axes.
CONCEPTUAL MAPPING
Notion
The idea of using the game as an educational factor is not new; For example, the philosopher Locke
(1986) considers that play teaches how to measure your own strength, to dominate yourself, to act
with profit on the external world and to promote future intellectual teachings. Learning through
play receives an important boost in training proposals that make use of the internet, since there are
a multitude of opportunities to focus on achieving competencies through tasks focused on widely
accessible digital games.
The use of video games as auxiliaries in education is a subset of a more general idea, known as
gamification, whose term is the translation of Anglicism gamification coined since 2002 (Burke,
2014), and whose etymology is derived from the English word game (game in Spanish).
Gamification has been a prevailing trend in education since 2010 (Deterding et al., 2011) and
consists of the application of game strategies and mechanics in contexts that are not for leisure or
entertainment with the purpose of promoting a specific behavior (Marín and Hierro, 2013).
This approach has been widely documented (Kapp, 2012) and reports several benefits, among
which the reinforcement of reading ability, discovery learning and creativity, as well as an increase
in motivation to learn, stand out. To this we must add that the integration of virtual environments
to game-based learning models results in dynamic and attractive contexts (Berns, Palomo-Duarte,
Dodero & Valero, 2013), which offers great potential to facilitate interaction between actors in the
learning process. However, skeptical opinions are also presented regarding the benefits that
gamification promises (Bogost, 2011), which is to be expected, since this study area is on a frontier
of knowledge.
Furthermore, there is a deep interest in preparing youth in issues related to STM, and promoting
the training of professionals of excellence in these areas (The EU Framework for Research and
Innovation, 2011). For this research, in its broadest definition, STMs encompass the fields of
chemistry, computer science, engineering, earth science, mathematics, physics, astronomy, health
science, and life science (they include the disciplines of biology, ecology and sustainable
development in relation to its conservation of the environment).
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Riaz, A., & Awais, M. T. (2020). Teaching of Science, Technology, Engineering and Mathematics (STEM): A Conceptual Framework. Advances in Social
Sciences Research Journal, 7(12) 641-657.
URL: http://dx.doi.org/10.14738/assrj.712.9585 645
Categorization
The main goal of gamification is to raise the level of user involvement when performing specific
tasks (Flatla, Gutwin, Nacke, Bateman & Mandryk, 2011). Within the framework of teaching STEM,
gamification has been used as a didactic strategy in the teaching-learning process of engineering
(Area and González, 2015; Villegas & Alvarado, 2017). A didactic strategy is a systematic procedure
to plan the teacher's actions, in order for the student to achieve learning consistent with the
established educational objectives. This planning of the teaching-learning process involves a set of
decisions that the facilitator makes in a conscious and reflective way about the techniques to be
used to achieve the learning goals. For these reasons, the conceptual mapping proposed in our work
considers that the immediate conceptual class prior to which gamification belongs is the category
of didactic strategy.
Didactic strategies have several aspects in common, among which it is highlighted that they can
include various techniques or learning activities that pursue a specific objective, always with the
aim of achieving the academic goals linked to those activities. The particular case of gamification
makes use of game mechanics to promote learning motivation.
A didactic strategy must be understood as a sociocultural instrument in the context of the
interaction of the actors of the teaching-learning process with their environment (Díaz-Barriga and
Hernández, 2002). This strategy can affect the way in which new knowledge is acquired and
integrated, including the modification of the affective state of the student, as long as this favors the
conditions to improve the learning of the contents and the proposed skills.
The didactic strategies cover all the cognitive resources that the student uses when he faces learning
(Valle, González-Cabanach, Cuevas-González and Fernández-Suárez, 1998). In the particular case of
gamification, elements related to student motivation and activities of planning, directing and
controlling learning are considered. Gamification has been successfully used as a didactic strategy
in the teaching of STEM, both in isolation and in combination with other strategies (Revelo, Collazos,
and Jiménez-Toledo, 2018).
Characterization
Gamification is characterized by being a technique that uses game mechanics in non-recreational
environments with the aim of improving users' commitment to a product or service. Game
mechanics are constructs made up of rules and feedback loops, the goal of which is to provide
participants with a pleasant experience by using their intrinsic motivations.
The successful application of game mechanics depends on a well-designed gamification didactic
strategy, built on the basis of an adequate understanding of the participant, his mission and the
motivation that drives him. Table 2 compiles the game mechanics most commonly associated with
gamification with the understanding that they can be applied individually or in combination.