{"title":"Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review","authors":"Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy","doi":"10.3991/ijim.v18i07.45335","DOIUrl":null,"url":null,"abstract":"Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification has emerged as a vital aspect of the educational setting, with gamified elements playing a crucial role in e-learning environments. The current study is motivated by the need to address a gap in the existing research on the utilization of gamification in education. This gap exists due to a lack of studies that monitor the developments and effects of gamification in the educational environment. It is important to conduct such studies to provide guidance for future research in the field of gamification. A bibliometric analysis and systematic literature review were conducted to understand and describe gamification and its potential for learning. The results of the bibliometric analysis revealed that the most frequently used keywords in the studies were gamification, game-based learning (GBL), motivation, and engagement. The majority of research published in this field was conducted in the United States, followed by Spain and Britain. The Journal of Computers in Human Behavior and the Journal of Computers and Education were the two journals that focused primarily on the field of GBL. The most famous authors in this field are Hamari, Juho, Patel, Mitesh S., Landers, and Richard N. The field is experiencing significant growth, with the number of studies increasing from 7 in 2012 to 917 in 2021. The systematic review has found that undergraduates are the most frequent participants in gambling activities. The game elements that are most utilized are points, leaderboards, and badges, while the learning outcomes most addressed are achievement, engagement, and motivation. The primary objective of this paper is to provide a comprehensive guide to scholars and research institutes, outlining the key areas of emphasis related to the subject of gamification. The systematic research also identified the key components of gamification that instructors and e-learning designers may rely on most frequently.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":"7 2","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Interactive Mobile Technologies (iJIM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3991/ijim.v18i07.45335","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification has emerged as a vital aspect of the educational setting, with gamified elements playing a crucial role in e-learning environments. The current study is motivated by the need to address a gap in the existing research on the utilization of gamification in education. This gap exists due to a lack of studies that monitor the developments and effects of gamification in the educational environment. It is important to conduct such studies to provide guidance for future research in the field of gamification. A bibliometric analysis and systematic literature review were conducted to understand and describe gamification and its potential for learning. The results of the bibliometric analysis revealed that the most frequently used keywords in the studies were gamification, game-based learning (GBL), motivation, and engagement. The majority of research published in this field was conducted in the United States, followed by Spain and Britain. The Journal of Computers in Human Behavior and the Journal of Computers and Education were the two journals that focused primarily on the field of GBL. The most famous authors in this field are Hamari, Juho, Patel, Mitesh S., Landers, and Richard N. The field is experiencing significant growth, with the number of studies increasing from 7 in 2012 to 917 in 2021. The systematic review has found that undergraduates are the most frequent participants in gambling activities. The game elements that are most utilized are points, leaderboards, and badges, while the learning outcomes most addressed are achievement, engagement, and motivation. The primary objective of this paper is to provide a comprehensive guide to scholars and research institutes, outlining the key areas of emphasis related to the subject of gamification. The systematic research also identified the key components of gamification that instructors and e-learning designers may rely on most frequently.
基于游戏化的学习是近年来的一种趋势,由于数字化的发展,它在过去几年里受到了越来越多的关注。游戏化已成为教育环境中的一个重要方面,游戏化元素在电子学习环境中发挥着至关重要的作用。本研究的动机是需要解决现有教育游戏化研究中的一个空白。之所以存在这一空白,是因为缺乏对游戏化在教育环境中的发展和效果进行监测的研究。开展此类研究非常重要,可以为游戏化领域的未来研究提供指导。为了了解和描述游戏化及其在学习方面的潜力,我们进行了文献计量分析和系统的文献综述。文献计量分析的结果显示,研究中最常使用的关键词是游戏化、基于游戏的学习(GBL)、激励和参与。在这一领域发表的大部分研究都是在美国进行的,其次是西班牙和英国。人类行为中的计算机期刊》(Journal of Computers in Human Behavior)和《计算机与教育期刊》(Journal of Computers and Education)是主要关注 GBL 领域的两本期刊。该领域最有名的作者是Hamari, Juho, Patel, Mitesh S., Landers和Richard N.。该领域正在经历大幅增长,研究数量从2012年的7项增加到2021年的917项。系统综述发现,大学生是赌博活动最频繁的参与者。使用最多的游戏元素是积分、排行榜和徽章,而涉及最多的学习成果是成就感、参与度和积极性。本文的主要目的是为学者和研究机构提供一份综合指南,概述与游戏化主题相关的重点领域。系统研究还确定了指导教师和电子学习设计者可能最常依赖的游戏化关键要素。