Claims

Game-based learning in primary and early secondary STEM education shows moderate positive effects on cognition, motivation, and behaviour compared to traditional classrooms

Claim · All claims
Evidence · 1 study · quant-synthesis r2 · q3 · i2 medium
Currency · newest study 2023 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q3 i2 Game-based learning shows a moderate positive effect on cognitive outcomes in STEM education (g = .67). → Michaela Arztmann 2023 q3 i2 Game-based learning shows a moderate positive effect on motivational outcomes in STEM education (g = .51). → Michaela Arztmann 2023 q3 i3 Game-based learning shows a positive effect on behavioural outcomes in STEM education (g = .93). → Michaela Arztmann 2023

Evidence

Michaela Arztmann 2023

Michaela Arztmann, Lisette Hornstra, Johan Jeuring & Liesbeth Kester (2023). Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 59:1, 109-145. https://doi.org/10.1080/03057267.2022.2057732

q3 · i2 · quant-synthesis · r2

Random-effects meta-analyses of 39 included papers (43 coded studies, 60 effect sizes) comparing game interventions with traditional classrooms in K1-8 STEM education. The pooled effects favour games: "cognition (g = .67, p < .001)" and motivation g = .51, behaviour g = .93.

"for all three dependent variables -cognition (g = .67, p < .001), motivation (g = .51, p < .001), behaviour (g = .93, p .01)- the weighted mean shows a moderate effect in favour of games compared to conventional teaching methods"

Discussion

Page metadata
Field Value
type claim
id games-stem-moderate-positive-effects-cognition-motivation-behaviour
title Game-based learning in primary and early secondary STEM education shows moderate positive effects on cognition, motivation, and behaviour compared to traditional classrooms
description Game-based learning in primary and early secondary STEM education shows moderate positive effects on cognition, motivation, and behaviour compared to traditional classrooms
status review
evidence_strength moderate
newest_evidence 2023
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — michaela-arztmann-2023

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