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We collected data from the Scopus database.  \nThe study employed content analysis to evaluate 34 articles published during the past 7 years.  \nThe aggregate magnitude and trajectory of publications. The study examined trends in terms of annual accounts, number ofarticles, distribution of articles by sources, most productive sources, keywords, top collaboration groups, theme evolutions, contributions, practical consequences, and conceptual framework. The findings revealed the publication of 34 papers across 30 sources between 2017 and 2023, offering significant insights into the data and document formats. The research on steam with gamification revealed fluctuations, alternating between deceleration and positive acceleration. The articles experienced their highest growth rate in 2022. \"CEUR workshop proceedings\" is the primary source for the most frequently published articles. We request the keyword Plus growth rate for phrases such as \"computer-aided instruction,\" \"elearning,\" and \"embedded systems.\" The analysis’s findings on thematic evolution unveiled three significant advancements: (1) Studies in science and technology have shifted their focus towards steam education. (2) Research on learning environments has expanded to include further investigation into stem education and the integration of science and technology. (3) School students’ research has evolved and merged with the study of the learning process. The outcomes, contributions, and real-world significance of incorporating gamification into steam education. The conceptual framework ultimately fosters the development of creativity, problem-solving skills, and innovative abilities.  \nKeywords: STEAM, STEAM education, Gamification, STEAM and gamification, Scientometrics analysis, Systematic review, Scopus.  \nCitation | Jantakoon, T., Jantakun, T., & Jantakun, K. (2024). A scientometrics analysis and systematic review of STEAM education with gamification. Asian Journal of Education and Training, 10(2), 89– 103. 10.20448/edu.v10i2.5618  \nHistory:  \nReceived: 5 February 2024  \nRevised: 22 March 2024  \nAccepted: 8 April 2024  \nPublished: 7 May 2024  \nLicensed: This work is licensed under a Creative Commons Attribution 4.0 License  \nPublisher:Asian Online Journal Publishing Group  \nFunding: This research was financially supported by the Science Promotion Fund Research and Innovation: Research Fund grant number 2566A14712030, from the Fundamental Fund of the Thailand Science Research and Innovation (TSRI) programme in Thailand.  \nInstitutional Review Board Statement: Not applicable.  \nTransparency: The authors confirm that the manuscript is an honest, accurate, and transparent account of the study; that no vital features of the study have been omitted; and that any discrepancies from the study as planned have been explained. This study followed all ethical practices during writing. Competing Interests: The authors declare that they have no competing interests.  \nAuthors’ Contributions: All authors contributed equally to the conception","cbCaikf8zCRkZiEp","https://ap.wps.com/l/cbCaikf8zCRkZiEp","pdf",608459,15,"English","# Introduction\n# Research Methodology\n# Descriptive Analysis\n# Thematic Evolution of STEAM Education with Gamification\n# Conclusion\n# References","[{\"question\":\"What research period and data source does the study use?\",\"answer\":\"The review covers 2017 to 2023 and collects data from the Scopus database.\"},{\"question\":\"How many articles are included in the content analysis?\",\"answer\":\"The study uses content analysis to evaluate 34 articles.\"},{\"question\":\"What key trend in publication growth does the study report?\",\"answer\":\"Publication growth fluctuates, with the highest growth rate occurring in 2022.\"}]","A scientometrics analysis and systematic review of STEAM education with gamification - Study trends, sources, and thematic evolution | PDF",1792076969,38]