Abstract

Gamification significantly enhances educational objectives, with existing literature affirming its widespread use to improve student performance across various disciplines. This bibliometric mapping analysis investigates the realm of gamification within higher education, utilising the Scopus database as a source for the review. Through a systematic selection process, the study encompasses an examination of 609 scholarly articles. The bibliometric analysis, performed using the VOSviewer tool, aimed to ascertain trends in publications, the contributions of various countries, the most influential authors, journals, articles, and research methodologies employed, as well as the topics that have garnered the most attention and the research areas for future exploration. The results indicate a rising trend in the number of publications since 2016, peaking in 2023 with 146 articles. Spain, the United States, and the United Kingdom made significant contributions to the research output. Moreover, in this field, "Computers and Education" has been recognised as the leading journal, with Juho Hamari emerging as the most frequently cited author. Researchers in this field may find these findings beneficial, offering a comprehensive understanding of the current research landscape.

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