Educational Game Media as a 21st Century Science Learning Innovation: A Bibliometric Review

Authors

  • Ecyclovira Rizki Aini Universitas Negeri Jakarta Author
  • I Made Astra Universitas Negeri Jakarta Author

DOI:

https://doi.org/10.63230/jolabis.2.3.219

Keywords:

Education, Learning, Literature Review, Science

Abstract

Objective: The development of digital technology has encouraged the use of game-based learning media as an innovation to improve the effectiveness of physics learning, which is often considered difficult by students. This study aims to comprehensively examine the effectiveness of game-based learning media in physics learning. Methods: Research used is a Systematic Literature Review (SLR) that analyzes various studies on the implementation of game-based learning in physics education. Results: The study involved researching and analyzing 20 scientific articles related to the application of games as learning media for science. The results showed that the use of game-based media can improve students' understanding of scientific concepts, motivate them to learn, and increase their participation in the learning process. Effectively designed games can create a fun and challenging learning experience, allowing students to apply science concepts in a relevant context. In addition, factors such as providing appropriate feedback, adjusting the level of difficulty, and incorporating social interaction in the game also play a role in enhancing the effectiveness of game-based learning media. Further research is needed to deepen understanding of how to optimize the use of game media in physics learning. Novelty: The novelty of this study lies in a comprehensive synthesis of the effectiveness of game-based learning media in physics learning, while identifying its potential for development as an innovative learning strategy that integrates digital technology and 21st-century competency needs.

References

Aulya, R., Zulyusri, Z., & Rahmawati, R. (2021). Media pembelajaran berbentuk kartu dengan metode permainan uno pada materi protista. Jurnal Penelitian Dan Pengembangan Pendidikan, 5(3), 421-428. https://doi.org/10.23887/jppp.v5i3.34743

Awalia, M. N., Kusdiwelirawan, A., & Suminten, N. (2020). The effect of quantum learning using card media on physics learning outcomes. Omega: Jurnal Fisika dan Pendidikan Fisika, 6(1), 27–32. https://journal.uhamka.ac.id/index.php/omega/article/view/5002

Bado, N. (2022). Game-based learning pedagogy: A review of the literature. Interactive Learning Environments, 30(5), 936-948. https://doi.org/10.1080/10494820.2019.1683587

Cardinot, A., & Fairfield, J. A. (2019). Game-based learning to engage students with physics and astronomy using a board game. International Journal of Game-Based Learning, 9(1), 42–57. https://doi.org/10.4018/978-1-6684-3710-0.ch035

ardinot, A., McCauley, V., & Fairfield, J. A. (2022). Designing physics board games: A practical guide for educators. Physics Education, 57(3), 035006. https://doi.org/10.1088/1361-6552/ac4ac4.

Chang, C.-Y., & Hwang, G.-J. (2019). Trends in digital game-based learning in the mobile era. International Journal of Mobile Learning and Organisation, 13(1), 68–90. https://doi.org/10.1504/IJMLO.2019.096468

Chang, K.-E., Wu, L.-J., Weng, S.-E., & Sung, Y.-T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775–786. https://doi.org/10.1016/j.compedu.2011.10.002

Dahlianis, L., & Iswendi, I. (2023). Development of the uno chemical card game as a learning medium on the chemical bonding material for high school student. Jurnal Pijar Mipa, 18(2), 231-236. https://doi.org/10.29303/jpm.v18i2.4783

Dakhi, O., Jama, J., Irfan, D., Ambiyar, & Ishak. (2020). Blended learning: A 21st century learning model at college. International Journal of Multi Science, 1(8), 50–65. https://multisciencejournal.com/index.php/ijm/article/view/92

Dewantara, D., Wati, M., Misbah, M., Mahtari, S., & Haryandi, S. (2020). The effectiveness of game based learning on the logic gate topics. Journal of Physics: Conference Series, 1491(1), 012045. https://doi.org/10.1088/1742-6596/1491/1/012045.

Flemban, F. Y. (2024). Assessing learning outcomes through digital game-playing: A systematic literature review. International Journal of Learning, Teaching and Educational Research, 23(1), 445-468. https://doi.org/10.26803/ijlter.23.1.22

Firat, E. E., Joshi, A., & Laramee, R. S. (2022). Interactive visualization literacy: The state-of-the-art. Information Visualization, 21(3), 285-310. https://doi.org/10.1177/14738716221081831

Getenet, S., Cantle, R., Redmond, P., & Albion, P. (2024). Students' digital technology attitude, literacy and self-efficacy and their effect on online learning engagement. International Journal of Educational Technology in Higher Education, 21(1), 3. https://doi.org/10.1186/s41239-023-00437-y

Gomez, M. J., Ruipérez-Valiente, J. A., & Clemente, F. J. G. (2022). A systematic literature review of game-based assessment studies: Trends and challenges. IEEE Transactions on Learning Technologies, 16(4), 500-515. https://doi.org/10.1109/TLT.2022.3226661

Guan, X., Sun, C., Hwang, G. J., Xue, K., & Wang, Z. (2024). Applying game-based learning in primary education: A systematic review of journal publications from 2010 to 2020. Interactive Learning Environments, 32(2), 534-556. https://doi.org/10.1080/10494820.2022.2091611

Halliday, S. D., Makler, C., McKee, D., & Papadopoulou, A. (2024). Improving student comprehension through interactive model visualization. International Review of Economics Education, 47, 100296. https://doi.org/10.1016/j.iree.2024.100296

Hu, Y., Gallagher, T., Wouters, P., Van Der Schaaf, M., & Kester, L. (2022). Game‐based learning has good chemistry with chemistry education: A three‐level meta‐analysis. Journal of Research in Science Teaching, 59(9), 1499-1543. https://doi.org/10.1002/tea.21765

Jamalludin, J., & Prastowo, S. H. B. (2023). Development of science learning media using supcath educational games to improve student learning outcomes. Jurnal Penelitian Pendidikan IPA, 9(5), 2397-2402. https://doi.org/10.29303/jppipa.v9i5.3499

Jufrida, J., Kurniawan, W., Astalini, A., Darmaji, D., Kurniawan, D. A., & Maya, W. A. (2019). Students' attitude and motivation in mathematical physics. International Journal of Evaluation and Research in Education, 8(3), 401-408. https://doi.org/10.11591/ijere.v8i3.20253

Jumaroh, J., Surachman, S. P., & Yaroh, Y. (2022). Development of UNO game media in mathematics learning integer operations. International Journal of Technology and Modeling, 1(1), 21–27. https://doi.org/10.63876/ijtm.v1i1.5

Khan, F., & Mita, T. A. B. (2023). Cybersecure documentation and record-keeping protocols for safeguarding sensitive financial information across business operations. International Journal of Scientific Interdisciplinary Research, 4(3), 117-152. https://doi.org/10.63125/cz2gwm06

Kii, O. A., & Dewa, E. (2020). Simulasi phet sebagai media pembelajaran berbasis komputer pada model pembelajaran team games tournament untuk meningkatkan aktivitas dan hasil belajar fisika mahasiswa. Jurnal Riset Teknologi dan Inovasi Pendidikan (JARTIKA), 3(2), 360-367. https://doi.org/10.36765/jartika.v3i2.294

Komalasari, M., & Yakubu, A. B. (2023). Implementation of student character formation through Islamic religious education. At-Tadzkir: Islamic Education Journal, 2(1), 52-64. https://doi.org/10.59373/attadzkir.v2i1.16

Latifah, R. N., Sutopo, S., & Hidayat, A. (2024). Physics learning media with multirepresentation: a systematic literature review. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 10(2), 353-366. https://doi.org/10.21009/1.10212

Latifah, S., Koderi, K., Fiteriani, I., Khoiruddin, & Diani, R. (2020). Development of smart physics card as physics learning media on temperature and heat material. Journal of Physics: Conference Series, 1467(1), 012033. https://doi.org/10.1088/1742-6596/1467/1/012033

Lei, H., Chiu, M. M., Wang, D., Wang, C., & Xie, T. (2022). Effects of game-based learning on students’ achievement and motivation. Journal of Educational Computing Research, 60(6), 1373–1398. https://doi.org/10.1177/07356331211064543

Li, F.-Y., Hwang, G.-J., Chen, P.-Y., & Lin, Y.-J. (2021). Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns. Computers & Education, 173, 104293. https://doi.org/10.1016/j.compedu.2021.104293

Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898. https://doi.org/10.1007/s10956-013-9436-x

Low, J. Y., Balakrishnan, B., & Yaacob, M. I. H. (2023). Game-based learning: current practices and perceptions of secondary school physics teachers in malaysia. The international journal of science, mathematics and technology learning, 31(1), 1. https://doi.org/10.18848/2327-7971/CGP/v31i01/1-21

Mahartika, I., Afrianis, N., Okmarisa, H., Putra, N. D. P., Diniya, D., Ilhami, A., & Hermita, N. (2020).

A modification of uno games: “chemuno card games (CCG)” based on “chemistry triangle” to enhance memorization of the periodic Table.

Universal Journal of Educational Research, 8(12B), 8411–8419.

https://doi.org/10.13189/ujer.2020.082647

Manolev, J., Sullivan, A., & Slee, R. (2020). The datafication of discipline: ClassDojo, surveillance and a performative classroom culture. In J. Jarke & A. Breiter (Eds.), The datafication of education (pp. 37–52). Routledge. https://doi.org/10.4324/9781315865522

Monaro, S., Gullick, J., & West, S. (2022). Qualitative data analysis for health research: A step-by-step example of phenomenological interpretation. Qualitative Report, 27(4), 1040-1057. https://doi.org/10.46743/2160-3715/2022.5249

Mudjid, R. M., Putranta, H., & Hetmina, D. S. (2022). Development of android physics learning tools based on local wisdom traditional game bola boy as a learning source. International Journal of Interactive Mobile Technologies, 16(6). https://doi.org/10.3991/ijim.v16i06.27855

Muhajir, A. (2022). Inclusion of pluralism character education in the Islamic modern boarding schools during the pandemic era. Journal of Social Studies Education Research, 13(2), 196–220. https://doi.org/10.1080/14783363.2022.2048952

Nicmanis, M. (2024). Reflexive content analysis: An approach to qualitative data analysis, reduction, and description. International Journal of Qualitative Methods, 23, 16094069241236603. https://doi.org/10.1177/16094069241236603

Pramita, C., & Putri, T. R. (2023). The effect of learning interest on students' concept understanding ability against subject pressure. International Journal of Education and Teaching Zone, 2(2), 243-253. https://doi.org/10.57092/ijetz.v2i2.59

Putri, M. A., Herpratiwi, H., & Firdaus, R. (2025). The influence of game based learning on student motivation in the digital era: Literature review. Jurnal Teknologi Pendidikan: Jurnal Penelitian dan Pengembangan Pembelajaran, 10(1), 122-131. https://doi.org/10.33394/jtp.v10i1.13814

Rahaman, M. A., Taru, R. D., & Prajapat, V. (2023). A study of effective structures bibliographic database: Essential tool to find descriptive records of relevant information sources. Journal of Survey in Fisheries Sciences, 10(1), 2317-2324.

Rahim, F. R., Nabila, P., Sari, S. Y., Suherman, D. S., & Riyasni, S. (2022). Interactive learning media for critical and creative thinking skills development. Pillar Of Physics Education, 15(4), 235-244. https://doi.org/10.24036/14085171074

Ratnasari, W., Chou, T. C., & Huang, C. H. (2023). Exploring the research trajectory of digital game-based learning. Educational Technology & Society, 26(1), 45-61. https://doi.org/10.30191/ETS.202301_26(1).0004

Robberts, A. S., & Van Ryneveld, L. (2022). Design principles for introducing 21st century skills by means of game-based learning. Industry and Higher Education, 36(6), 824-834. https://doi.org/10.1177/09504222221079210

Safitri, D., Awalia, S., Sekaringtyas, T., Nuraini, S., Lestari, I., Suntari, Y., ... & Sudrajat, A. (2022). Improvement of student learning motivation through word-wall-based digital game media. iJIM, 16(06), 189. https://doi.org/10.3991/ijim.v16i06.25729

Safitri, R. R., Rahmania, U. G., Putri, A. F., & Jumadi, J. (2025). The impact of game-based learning on student competencies in science: A systematic review. Jurnal Pendidikan dan Kebudayaan, 10(1), 116-136. https://doi.org/10.24832/jpnk.v10i1.5188

Sepulveda-Escobar, P., & Morrison, A. (2020). Online teaching placement during the COVID-19 pandemic in Chile: Challenges and opportunities. European Journal of Teacher Education, 43(4), 587–607. https://doi.org/10.1080/02619768.2020.1820981

Sibagariang, S. A., Pohan, F., Lubis, M. J., & Zainuddin, Z. (2023). Information and communication technology in the world of education: a theoretical and empirical overview–a literature review. Education and Human Development Journal, 8(3), 12-24. https://doi.org/10.33086/ehdj.v8i3.5384

Spann, C. A., Shute, V. J., Rahimi, S., & D’Mello, S. K. (2019). The effects of game-based learning on students’ emotions and learning outcomes. Computers in Human Behavior, 100, 358–369. https://doi.org/10.1016/j.chb.2019.03.002

Suliyanah, U. A. Deta, F. K. Kurniawan, N. A. Lestari, M. Yantidewi, M. N. R. Jauhariyah, & B. K. Prahani. (2021). Literature review on the use of educational physics games in improving learning outcomes. Journal of Physics: Conference Series, 1805(1), 012038. https://doi.org/10.1088/1742-6596/1805/1/012038

Suri, A., Novriana, N., & Susanti, D. (2022). Improving student learning outcomes with educational game-based interactive learning media. International Journal of Education and Teaching Zone, 1(1), 16-19. https://doi.org/10.57092/ijetz.v1i1.5

Susilawati, A., Yusrizal, Y., Halim, A., Syukri, M., Khaldun, I., & Susanna, S. (2022). The effect of using physics education technology (PhET) simulation media to enhance students motivation and problem-solving skills in learning physics. Jurnal Penelitian Pendidikan IPA, 8(3), 1166-1170. https://doi.org/10.29303/jppipa.v8i3.1571

Thunyaniti, T., & Wuttiprom, S. (2019). Developing students’ conceptual understanding of electric field using interactive simulation-based learning. Journal of Physics: Conference Series, 1380(1), 012101. https://doi.org/10.1088/1742-6596/1380/1/012101

Tuan, P. T., Phuong, N. T. H., & Nam, N. T. (2024). Engaging students in the learning process with game-based learning. International Journal of English Language Studies, 6(1), 54-60. https://doi.org/10.32996/ijels.2024.6.1.5

Troussas, C., Krouska, A., & Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144, 103698. https://doi.org/10.1016/j.compedu.2019.103698

Velaora, C., Dimos, I., Tsagiopoulou, S., & Kakarountas, A. (2022). A game-based learning approach in digital design course to enhance students’ competency. Information, 13(4), 177. https://doi.org/10.3390/info13040177

Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0

Wibowo, F. C., Budi, E., Sanjaya, L. A., Darman, D. R., Sumantri, M. S., & Robby, D. K. (2020). Development of the innovative smart orbital (ISO) medium to improve the cognitive skills on the heat transfer concept. International Journal of Learning, Teaching and Educational Research, 19(5), 141-152. https://doi.org/10.26803/ijlter.19.5.8

Zou, Y., Kuek, F., Feng, W., & Cheng, X. (2025). Digital learning in the 21st century: trends, challenges, and innovations in technology integration. Frontiers in Education, 10, 1562391. https://doi.org/10.3389/feduc.2025.1562391

Published

2026-07-06

Issue

Section

Articles

How to Cite

Educational Game Media as a 21st Century Science Learning Innovation: A Bibliometric Review. (2026). Journal of Law and Bibliometrics Studies, 2(3), 219. https://doi.org/10.63230/jolabis.2.3.219