Gamification in the University Context: Bibliometric Review in Scopus (2012-2022)
Gamification in the University Context: Bibliometric Review in Scopus (2012-2022)
By Jesús Manuel Guerrero-Alcedo, Lorena C. Espina-Romero, and Ángel Alberto Nava-Chirinos
Abstract
“Gamification is a learning approach that transfers the power of games to the education context, with the purpose of improving the performance of students in the classroom. The present study aimed to analyze scientific activity related to gamification in the context of higher education by using a bibliometric and bibliographic approach and the Scopus database. A bibliometric study was applied with the help of VOSviewer and RStudio software, and the authors managed to identify 287 documents published between 2012 and 2022. The results were classified according to the most influential published documents, keyword co-occurrence network, trend topics, collaboration maps between countries and authors, scientific production by countries, and eographical scientific gaps. The findings show a large geographical scientific gap for the African continent, in particular. This research provides an overview of publications on the topic of gamification in the university environment.”
Reference
Guerrero-Alcedo, J., Espina-Romero, L., & Nava-Chirinos, Á. (2022, May). Gamification in the university context: Bibliometric Review in Scopus (2012-2022). Retrieved June 20, 2022, from http://mail.ijlter.org/index.php/ijlter/article/view/5306
Keyword
Gamification, education, university, learning, play, research