ArticleJournal of microbiology & biology education2026
Game design as a STEM pedagogy.
Article in Journal of microbiology & biology education, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
Abstract
Gamification has gained momentum in STEM education as a way to boost student engagement, motivation, and conceptual learning. A wide variety of games, from short in-class activities to long-format student-built projects, are used across disciplines. However, few studies have examined why different game formats succeed or fail across varying contexts. In this perspective piece, we examine how games have been used in higher education STEM classrooms and highlight key contrasts between game types, implementation goals, and learning outcomes. Building from this foundation, we explore the added value of combining game-based learning (GBL) with design-based learning (DBL), particularly through student-led game design. We suggest that student-led game design, which incorporates both GBL and DBL principles, provides instructors with a flexible way to align games with course content, promote systems thinking, and encourage collaboration. Student-led game design is also highly adaptable to online learning environments, offering a way to enhance community and communication, which are typically challenged in this instructional format. Overall, we found that gamification in STEM is most effective when instructors consider both the diversity of game structures and how these support specific learning outcomes. Student-led game design is a flexible, underused strategy that can engage and motivate college-level students across scientific disciplines.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.