TY - JOUR
T1 - A Bibliometric Analysis on the Research Trends of Gamification in Higher Education
T2 - 2010–2020
AU - Khatibi, Mohammad Bagher
AU - Badeleh, Alireza
AU - Khodabandelou, Rouhollah
N1 - Publisher Copyright:
© 2021, Adam Marszalek Publishing House. All rights reserved.
PY - 2021
Y1 - 2021
N2 - Research on gamification shows that it has positive impacts on learning, performance, motivation, and engagement. To have a big picture on gamification 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 tendencies in the way gamification has been changing or developing in academic literature were scrutinized from the perspective of a variety of different factors including the time the works were published; the areas of the research field; and the authors, organizations, countries, and co-authorship publishing the most number of works in the issue. The possible future applications and results for educational organizations and academicians, top academic decision-makers, and educationists are discussed.
AB - Research on gamification shows that it has positive impacts on learning, performance, motivation, and engagement. To have a big picture on gamification 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 tendencies in the way gamification has been changing or developing in academic literature were scrutinized from the perspective of a variety of different factors including the time the works were published; the areas of the research field; and the authors, organizations, countries, and co-authorship publishing the most number of works in the issue. The possible future applications and results for educational organizations and academicians, top academic decision-makers, and educationists are discussed.
KW - Bibliometric
KW - Gamification
KW - Higher education
KW - Research trends
UR - http://www.scopus.com/inward/record.url?scp=85123528225&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85123528225&partnerID=8YFLogxK
U2 - 10.15804/tner.2021.65.3.01
DO - 10.15804/tner.2021.65.3.01
M3 - Article
AN - SCOPUS:85123528225
SN - 1732-6729
VL - 65
SP - 17
EP - 28
JO - New Educational Review
JF - New Educational Review
IS - 1
ER -