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Identifying Key Design Elements for Developing Educational Games : A Game-Based Learning Approach in STEAM Education Saldarriaga, Sebastian
Abstract
This study investigates Game-Based Learning (GBL) as a dynamic pedagogical approach within STEAM (science, technology, engineering, arts, and mathematics) education. Drawing on a systematic literature review, the paper examines the design elements that contribute to the effectiveness of GBL experiences, such as interactive mechanics, challenge design, and adaptive feedback. Particular attention is given to how these elements align with instructional frameworks and influence student motivation, engagement, and conceptual understanding. The findings reveal that while GBL holds considerable potential to enrich learning, its impact depends on the intentional integration of pedagogical objectives with inclusive and context-aware game design. The study also identifies persistent challenges in GBL adoption and offers evidence-based recommendations to inform future research and practice in STEAM education.
Item Metadata
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Identifying Key Design Elements for Developing Educational Games : A Game-Based Learning Approach in STEAM Education
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Creator | |
Date Issued |
2025-05-01
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Description |
This study investigates Game-Based Learning (GBL) as a dynamic pedagogical approach within STEAM (science, technology, engineering, arts, and mathematics) education. Drawing on a systematic literature review, the paper examines the design elements that contribute to the effectiveness of GBL experiences, such as interactive mechanics, challenge design, and adaptive feedback. Particular attention is given to how these elements align with instructional frameworks and influence student motivation, engagement, and conceptual understanding. The findings reveal that while GBL holds considerable potential to enrich learning, its impact depends on the intentional integration of pedagogical objectives with inclusive and context-aware game design. The study also identifies persistent challenges in GBL adoption and offers evidence-based recommendations to inform future research and practice in STEAM education.
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Language |
eng
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Date Available |
2025-05-14
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Vancouver : University of British Columbia Library
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Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0448894
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Peer Review Status |
Reviewed
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Scholarly Level |
Graduate
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Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International