2021
DOI: 10.15804/tner.21.65.3.01
|View full text |Cite
|
Sign up to set email alerts
|

A Bibliometric Analysis on the Research Trends of Gamification in Higher Education: 2010-2020

Abstract: Research on gamifi cation shows that it has positive impacts on learning, performance, motivation, and engagement. To have a big picture on gamifi cation research in higher education, a combination of bibliometric and thematic analysis was conducted. For this study, a total of 432 documents from 2010 to 2020 which have been indexed in Web of Science database are investigated. Additionally, the researchers analyzed a group of 10 articles to review how much contribution they had to the body of research. General … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

2
6
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(9 citation statements)
references
References 4 publications
2
6
0
Order By: Relevance
“…This result demonstrates the global impact of studies conducted by leading researchers in these countries. This supports similar results highlighted in prior literature (e.g., [20][21] [22][35][56]). For example, López-Belmonte et al [22] reviewed 1220 publications from the WoS database in the period 2011-2019 and reported that the most contributing countries in gamification research are Spain, the US, and the UK.…”
Section: Discussionsupporting
confidence: 93%
See 4 more Smart Citations
“…This result demonstrates the global impact of studies conducted by leading researchers in these countries. This supports similar results highlighted in prior literature (e.g., [20][21] [22][35][56]). For example, López-Belmonte et al [22] reviewed 1220 publications from the WoS database in the period 2011-2019 and reported that the most contributing countries in gamification research are Spain, the US, and the UK.…”
Section: Discussionsupporting
confidence: 93%
“…Previous bibliometric studies have detailed the current state of gamification use in higher education; as such, they provide a valuable contribution to trends in this area. When publication trends in earlier studies were investigated [20][21] [22][26], it was seen that the main variables studied were similar to those in the current study. Without a doubt, the increasing amount of empirical research on the use of gamification requires a comprehensive synthesis.…”
Section: Introductionsupporting
confidence: 70%
See 3 more Smart Citations