Impact of game-based learning on STEM learning and motivation: Two case studies in Europe
Résumé
The number of science, technology, engineering, and mathematics
(STEM)-related jobs is increasing all around the world and especially in
Europe. However, teachers face many difficulties in making STEM related
classes more attractive and motivating the students to learn. This paper presents
two case studies involving 116 students from two European countries (Slovakia
and Ireland). The studies investigated the impact of a new educational
computer game called Final Frontier on learning process and students’
motivation. We found that there are no significant differences between the two
countries in terms of students’ interest in STEM, although the students in
Slovakia achieved slightly better grades than those in Ireland. We also found
that in both countries, the students using the Final Frontier game outperformed
those not using the game in improving their subject knowledge after the study.
Furthermore, the impact of game-based learning on students’ motivation for
STEM differed in the two countries.