2021 the 6th International Conference on Distance Education and Learning 2021
DOI: 10.1145/3474995.3475740
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Educational Gamification from 1995 to 2020: A bibliometric analysis

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Cited by 14 publications
(12 citation statements)
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“…Gamification is the use of game design elements in non-game contexts to promote expected behaviors [ 18 ]. Gamified learning, then, is defined as the use of game design elements for educational purposes [ 21 ]. Gamification is a well-acknowledged concept for boosting engagement, and it has been regarded as promising in both computer-assisted language learning (CALL) and mobile-assisted language learning (MALL).…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Gamification is the use of game design elements in non-game contexts to promote expected behaviors [ 18 ]. Gamified learning, then, is defined as the use of game design elements for educational purposes [ 21 ]. Gamification is a well-acknowledged concept for boosting engagement, and it has been regarded as promising in both computer-assisted language learning (CALL) and mobile-assisted language learning (MALL).…”
Section: Literature Reviewmentioning
confidence: 99%
“…The classification of game design elements has been subject to debate. Luo [ 21 ] categorized game elements into two groups: explicit game design elements and implicit game design elements. Explicit game design elements refer to the obvious game-like elements that people can see in commercial video games, such as points, badges, leaderboards, avatars, and virtual currencies.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Currently, production in the educational field is such that there are multiple bibliometric studies on the use of gamification at different levels of education and social sciences in general. In this line, the works of Parra-González and Segura-Robles (2019) stood out, Swacha (2021), Schöbel et al (2021), Garrigós et al (2020), Chen et al (2021), Hallinger et al (2020), Bride et al (2021, Metwally et al (2021) and Behl et al (2022) and their studies on the use of gamification in face-to-face and online education; Bagher et al (2021) and their studies on gamification in higher education; Luo (2021) and his work on gamification in the last 25 years.…”
Section: Introductionmentioning
confidence: 99%