Trends in Educational Games to Improve Students’ Learning Motivation in Science Learning: A Systematic Literature Review
DOI:
10.29303/jppipa.v11i11.12121Published:
2025-11-25Downloads
Abstract
This study aims to identify research trends, dominant science topics, and technological platforms used in educational games designed to improve students’ learning motivation in science learning from 2020 to 2025. A Systematic Literature Review (SLR) was conducted using the PRISMA framework. Scientific articles were retrieved from the Google Scholar database and screened using the Publish or Perish software based on predefined inclusion and exclusion criteria. Six articles met the final eligibility requirements. The results show that publication trends during this five-year period were unstable, with increases in 2021 and 2024, a decline in 2022, and an absence of publications in 2025 due to ongoing review and publication processes. Biology and environmental science were the most frequently used topics in educational game development, representing 50% of the reviewed studies, while physics appeared only once due to its abstract nature. Wordwall was the most widely used platform, followed by Educandy, QuizWhizzer, RPG Maker, and digital adaptations of the Talking Stick Game. Overall, all reviewed studies consistently reported that educational games had a positive impact on students’ learning motivation. These findings highlight the pedagogical relevance of game-based learning and suggest the need for further exploration of underrepresented science topics and more diverse game development technologies.
Keywords:
Educational games, Educational play, Student learning motivationReferences
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