{"title":"绘制高等教育出版物的游戏化:研究趋势的文献计量分析","authors":"","doi":"10.55057/ijares.2023.5.3.15","DOIUrl":null,"url":null,"abstract":"Gamification is the process of applying game elements and principles that motivate individuals and involve the use of more enjoyable game design techniques. It makes a task more meaningful, interactive and beneficial to the participants who participate in this activity and this game can attract the interest and enthusiasm of the players. This study aims to explore gamification research-related publishing patterns and rank the most used author keywords in the Scopus and Web of Science (WoS) databases. The eminent software, ScientoPy and VOSviewer, are used to run and execute relevant publication data retrieved from Scopus and WoS. The results showed a positive trend in the growth of gamification literature in both databases since 2011. The top three research areas that dominate this topic are “computer science”, “education & educational research”, and “engineering”. Based on the country analysis, United States has become an active publisher, followed by Spain and Germany. Importantly, this study emphasised the scholarly communication practices prevalent in gamification research have impressively propagated. The trends will assist researchers in recognising the various fields in identifying the core areas, proactive institutions, and productive authors published in this knowledge for supplementary investigation. Besides, by examining the most popular keywords, the results of this study enable researchers to discover the possibility for future research that may be conducted, particularly concerning the annual growth rates, which have been trending in the last five years.","PeriodicalId":472293,"journal":{"name":"International Journal of Advanced Research in Education and Society","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Mapping the Gamification in Higher Education Publications: A Bibliometric Analysis of Research Trends\",\"authors\":\"\",\"doi\":\"10.55057/ijares.2023.5.3.15\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is the process of applying game elements and principles that motivate individuals and involve the use of more enjoyable game design techniques. 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引用次数: 0
摘要
游戏化是应用游戏元素和原则的过程,这些元素和原则可以激励个人,并涉及使用更有趣的游戏设计技术。它使一个任务对参与这个活动的参与者来说更有意义、互动性和有益的,这个游戏可以吸引玩家的兴趣和热情。本研究旨在探索游戏化研究相关的出版模式,并对Scopus和Web of Science (WoS)数据库中使用最多的作者关键词进行排名。使用著名的软件ScientoPy和VOSviewer来运行和执行从Scopus和WoS检索的相关出版数据。结果显示,自2011年以来,两个数据库中游戏化文献的增长呈积极趋势。这一主题的三大研究领域分别是“计算机科学”、“教育”;“教育研究”和“工程”。根据国家分析,美国已经成为一个活跃的出版商,其次是西班牙和德国。重要的是,这项研究强调了在游戏化研究中流行的学术交流实践已经令人印象深刻地传播。这些趋势将帮助研究人员认识到各个领域,确定核心领域,积极主动的机构,以及在这些知识中发表的生产性作者进行补充调查。此外,通过检查最受欢迎的关键词,本研究的结果使研究人员能够发现未来可能进行的研究的可能性,特别是关于年增长率,这在过去五年中一直呈趋势。
Mapping the Gamification in Higher Education Publications: A Bibliometric Analysis of Research Trends
Gamification is the process of applying game elements and principles that motivate individuals and involve the use of more enjoyable game design techniques. It makes a task more meaningful, interactive and beneficial to the participants who participate in this activity and this game can attract the interest and enthusiasm of the players. This study aims to explore gamification research-related publishing patterns and rank the most used author keywords in the Scopus and Web of Science (WoS) databases. The eminent software, ScientoPy and VOSviewer, are used to run and execute relevant publication data retrieved from Scopus and WoS. The results showed a positive trend in the growth of gamification literature in both databases since 2011. The top three research areas that dominate this topic are “computer science”, “education & educational research”, and “engineering”. Based on the country analysis, United States has become an active publisher, followed by Spain and Germany. Importantly, this study emphasised the scholarly communication practices prevalent in gamification research have impressively propagated. The trends will assist researchers in recognising the various fields in identifying the core areas, proactive institutions, and productive authors published in this knowledge for supplementary investigation. Besides, by examining the most popular keywords, the results of this study enable researchers to discover the possibility for future research that may be conducted, particularly concerning the annual growth rates, which have been trending in the last five years.