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A systematic review of mobile game-based learning in STEM education

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Abstract

Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were conducted to identify the contexts of studies, research foci, research methodologies, measures, research instruments, the mobile game features and so on. Based on the analyses, a comprehensive understanding of the research in mobile game-based learning in STEM education was presented, and insights and directions for future research were provided. The systematic review suggests that, although current research has greatly increased our understanding of mobile game-based learning in STEM education, future research is needed to address the fundamental question of when mobile game-based learning is an appropriate approach for learning in STEM education and when is not.

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Correspondence to Yanyan Sun.

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Appendices

Appendices

Appendix A

An overview of the studies included in the review.

Authors

Year

Duration

Grade level

Sample size

Subject

Research foci

Al-Khateeb, M. A

2019

Not specified

Elementary school

66

Mathematics

Effectiveness of using the mobile game

Atwood-Blaine, D. & Huffman, D

2017

Within 1 day

Middle school

121

Science

Effectiveness of using the mobile game

Barros, C., Carvalho, A. A., & Salgueiro, A. J. E

2019

 <  = 5 days

Middle school

95

Mathematics

Effectiveness of using the mobile game

Bressler, D. M.; Bodzin, A. M

2013

Within 1 day

Middle school

68

Forensic Science

Flow

Bressler, D. M.; Bodzin, A. M.; Tutwiler, M. Shane

2019

Within 1 day

Middle school

202

Forensic Science

Flow

Bressler, D. M., & Bodzin, A. M

2016

 <  = 5 days

Middle school

179

Science

Flow

Bressler, D. M., Bodzin, A. M., Eagan, B., & Tabatabai, S

2019

 <  = 5 days

Middle school

12

Science

Collaborative learning

Bursztyn, N., Pederson, J., Shelton, B., Walker, A., & Campbell, T

2015

Within 1 day

Higher education

146

Geology

Students’ perceptions and experiences

Chen, C. H., Liu, G. Z., & Hwang, G. J

2016

Within 1 day

Elementary school

97

Natural Science

Effectiveness of specific design features

Furió, D., González-Gancedo, S., Juan, M. C., Seguí, I., & Costa, M

2013

Within 1 day

Elementary school

79

Earth Science

Effectiveness of using the mobile game

Halloluwa, T., Vyas, D., Usoof, H., & Hewagamage, K. P

2018

1–4 weeks

Elementary school

130

Mathematics

Effectiveness of using the mobile game

Herodotou, C

2018

1–4 weeks

Preschool

32

Physics

Effectiveness of using the mobile game

Hung, C.-M., Huang, I., & Hwang, G.-J

2014

Within 1 day

Elementary school

68

Mathematics

Effectiveness of using the mobile game

Hwang, G. -J., Wu, P. H., Chen, C. C., & Tu, N. T

2016

Within 1 day

Elementary school

57

Ecology

Effectiveness of using the mobile game

Jagušt, T., Botički, I., & So, H.-J

2018

Within 1 day

Elementary school

54

Mathematics

Effectiveness of specific design features

Juric, P., Bakaric, M. B., & Matetic, M

2018

5–8 weeks

Middle school

104

Mathematics

Effectiveness of specific design features

Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S., & Dede, C

2013

 <  = 5 days

Middle school

71

Environmental Science

Effectiveness of using the mobile game

Kim, H., Kim, P., Buckner, E., Makany, T., Taleja, N., & Parikh, V

2012

Within 1 day

Elementary school and middle school

210

Mathematics

Students’ perceptions and experiences

Klopfer, E., Sheldon, J., Perry, J., & Chen, V. H. H

2012

 <  = 5 days

Elementary school

20

Meteorology

Effectiveness of using the mobile game

Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., Chen, F. C., & Chan, T. W

2011

5–8 weeks

Elementary school

9

Mathematics

Effectiveness of specific design features

Özdener, N., & Demirci, F

2019

 <  = 5 days

Elementary school

28

Mathematics

Students’ perceptions and experiences

Ramírez‐Donoso, L., Pérez‐Sanagustín, M., & Neyem, A

2018

Not specified

Higher education

40

Engineering

Collaborative learning

Riconscente, M. M

2013

 <  = 5 days

Elementary school

122

Mathematics

Effectiveness of using the mobile game

Sánchez, J., & Olivares, R

2011

8–12 weeks

Middle school

373

Biology

Students’ perceptions and experiences

Schneider, J., & Schaal, S

2018

Within 1 day

Varieda

339

Environmental Science

Effectiveness of specific design features

Steinmaurer, A., Pirker, J., & Gütl, C

2019

Within 1 day

Middle school (12–15)

30

Computer Science

Effectiveness of using the mobile game

Su, C. H., & Cheng, C. H

2015

1–4 weeks

Elementary school

102

Natural Science

Effectiveness of using the mobile game

Tlili, A., Essalmi, F., & Jemni, M

2016

Not specified

Higher education

27

Computer Architecture

Students’ perceptions and experiences

Wijers, M., Jonker, V., & Drijvers, P

2010

Within 1 day

Middle school

60

Mathematics

Students’ perceptions and experiences

Zhuang, Y., Wang, L., & Chiang, F. K

2018

Within 1 day

Middle school

6

Mathematics, science and Engineering

Students’ perceptions and experiences

  1. aVaried: n = 64 on general-education track (age 12.47 ± 0.96), n = 63 on junior high school (age 13.83 ± 1.24) and n = 59 attended a vocational college (age 20.10 ± 1.41)

Appendix B

An overview of the games examined in the studies.

Authors

Year

Game name

Game info

Game features

Learning theories/principles

Individual or collaborative

Al-Khateeb, M. A

2019

Math Helicopter

Learners provide correct answers to questions to receive scores, win, and go to the next level

Levels, scores

Not specified

Individual

Atwood-Blaine, D. & Huffman, D

2017

The Great STEM Caper

Learners scan QR code and interact with the exhibits in the museum

Levels, points, badges, earning skills units

Not specified

Collaborative

Barros, C., Carvalho, A. A., & Salgueiro, A. J. E

2019

Tempoly

Learners solve a challenge to open a temple door

Levels, medals, narrative

Gee's game-based learning principles (Gee, 2003)

Individual

Bressler, D. M.; Bodzin, A. M

2013

School Scene Investigator: The Case of the Stolen Score Sheets (SSI)

Learners move throughout the school, collecting information and using their knowledge of forensic science to solve problems

Scores, narrative, role-playing

Inquiry-based learning, jigsaw pedagogy

Collaborative

Bressler, D. M.; Bodzin, A. M.; Tutwiler, M. Shane

2019

School Scene Investigator: The Case of the Stolen Score Sheets (SSI)

Learners move throughout the school, collecting information and using their knowledge of forensic science to solve problems

Scores, narrative, role-playing

Inquiry-based learning, jigsaw pedagogy

Collaborative

Bressler, D. M., & Bodzin, A. M

2016

School Scene Investigator: The Case of the Mystery Powder

Learners move throughout the school, collecting information and using their knowledge of forensic science to solve problems

Scores, narrative, role-playing

Inquiry-based learning, jigsaw pedagogy

Collaborative

Bressler, D. M., Bodzin, A. M., Eagan, B., & Tabatabai, S

2019

School Scene Investigator: The Case of the Mystery Powder

Learners move throughout the school, collecting information and using their knowledge of forensic science to solve problems

Scores, narrative, role-playing

Inquiry-based learning, jigsaw pedagogy

Collaborative

Bursztyn, N., Pederson, J., Shelton, B., Walker, A., & Campbell, T

2015

No specific name (mobile-learning game modules)

Learners virtually navigate downstream along a scaled-down Colorado River through Grand Canyon using a compass and map

Points, content unlocking

Not specified

Collaborative

Chen, C. H., Liu, G. Z., & Hwang, G. J

2016

Context-aware mobile learning system

Learners move to different location on the gaming map to complete game tasks

Scores, leaderboard

Guiding and feedback strategies

Individual

Furió, D., González-Gancedo, S., Juan, M. C., Seguí, I., & Costa, M

2013

AR mini-game

Learners find and collect objects using the AR capabilities to complete tasks

Object collecting, content unlocking

Gardner's (1983) theory of multiple intelligence; Kolb's (1984) theory of experiential learning

Individual

Halloluwa, T., Vyas, D., Usoof, H., & Hewagamage, K. P

2018

Sellam Gannan

Learners participate in regular learning activities in a gamified environment

Stages, stars, leaderboard

Werbach's (2015) gamification framework

Collaborative

Herodotou, C

2018

Angry Bird

Learners throw birds with the help of a slingshot at the piggies’ towers and bring them crashing down

Levels, points, narrative

Not specified

Individual

Hung, C.-M., Huang, I., & Hwang, G.-J

2014

Multiple games (e.g. Brick breaker)

Learners answer a question when they break a brick and are awarded points when they answer it correctly

Points

Not specified

Individual

Hwang, G. -J., Wu, P. H., Chen, C. C., & Tu, N. T

2016

AR-based mobile game

Learners find target ecology areas and complete learning tasks in a butterfly garden using the AR capabilities

Points, leaderboard

Learning management mechanism, gaming mechanism, learning guidance mechanism

Individual

Jagušt, T., Botički, I., & So, H.-J

2018

The Math Widget

Learners attempt to solve the problems picked by the widget to gain scores

Narrative, scores, leaderboard, competition, time limit

Gamification literature

Individual

Juric, P., Bakaric, M. B., & Matetic, M

2018

mGBL system

Learners attempt to solve problems, gain scores and win cups/medals

Levels, scores, cups/medals, competition

Not specified

individual

Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S., & Dede, C

2013

Ecomobile

Learners find trigger locations and complete learning tasks near a local pond with AR support

Not specified

Immersive, collaborative, situated learning

Collaborative (pairs)

Kim, H., Kim, P., Buckner, E., Makany, T., Taleja, N., & Parikh, V

2012

Fire Rescue Math Game

Learners rescue people on different floors by picking the right size ladders

Levels, narrative

Not specified

Collaborative

Klopfer, E., Sheldon, J., Perry, J., & Chen, V. H. H

2012

Weatherlings

Learners manage a collection of cards representing weather-dependent creatures, and pit decks of their cards against other players' decks in battles

Card battle, experience points, upgrades (levels)

Not specified

Collaborative

Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., Chen, F. C., & Chan, T. W

2011

My-Mini-Pet

Learners learn with their pets and complete learning activites to take care of the pets

Narrative, EduCoins, status report

Prensky's (2001) digital game-based learning principles

Individual

Özdener, N., & Demirci, F

2019

Sponge Game

Learners clean the germ with the sponge that has the correct answer to the question

Scores, hearts

Not specified

Individual

Ramírez‐Donoso, L., Pérez‐Sanagustín, M., & Neyem, A

2018

MyMOOCSpace

Each team answers as many multiple-choice or alternative questions as possible in the shortest possible time

Points, stages, ranking, time limit, competition

Collaborative learning

Collaborative

Riconscente, M. M

2013

Motion Math

Learners physically tilt the device to direct a falling star to the correct place on the number line using their knowledge of fraction, percentage, decimal or pie shape

Levels, scores, motion, time limit

Embodied learning

Individual

Sánchez, J., & Olivares, R

2011

3 games

Evolution: Learners develop and maintain the various animal species that exist in four environments; BuinZoo and Museum: Learners complete missions by answering multiple-choice questions when they visit a zoo and a museum

Narrative, action points, diversity scores (Status report), simulation, time limit

Not specified

Collaborative

Schneider, J., & Schaal, S

2018

Geogame

Learners explore the habitat of the wildcat and manipulate factors to affect the biodiversity on Felix property

Narrative, simulation

Not specified

Collaborative

Steinmaurer, A., Pirker, J., & Gütl, C

2019

sCool

Learners learn concepts in coding and computational thinking and apply them to rescue the robot, and help it repair the spaceship and escape from the planet

Levels, coins, narrative

Not specified

Collaborative (pairs)

Su, C. H., & Cheng, C. H

2015

Mobile Gamification Learning System (MGLS)

Learners perform outdoor learning activities by selecting a learning game nearby and follow the learning quest

Leaderboards, badges, missions, gifts

Gamification, social constructivism

Collaborative (3–5 students)

Tlili, A., Essalmi, F., & Jemni, M

2016

Science Soldier

Learners control the game character to kill the devil man and save the city

Narrative, levels, object collecting

Malone & Lepper's (1987) taxonomy of intrinsic motivations for learning

Individual

Wijers, M., Jonker, V., & Drijvers, P

2010

MobileMath

Each team creates geometrical shapes on a previously defined playing field (in the real world), using a mobile phone with GPS functionality and an on-screen map

Scores, competition

"Prensky's (2001) digital game-based learning principles, the theory of Realistic Mathematics Education

Collaborative

Zhuang, Y., Wang, L., & Chiang, F. K

2018

Borrow Your Enemy's Arrows

Learners build ships and use them to get arrows from one game character

Narrative, role-playing

Vygotsky's (1978) zone of proximal development, Csikszentmihalyi's (1997) flow

Collaborative

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Gao, F., Li, L. & Sun, Y. A systematic review of mobile game-based learning in STEM education. Education Tech Research Dev 68, 1791–1827 (2020). https://doi.org/10.1007/s11423-020-09787-0

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