State of Research on Gamification in Education: A Bibliometric Survey
<p>Number of publications meeting the search criteria in subsequent years.</p> "> Figure 2
<p>Number of publications coming from respective countries.</p> "> Figure 3
<p>Number of publications of respective type.</p> "> Figure 4
<p>Number of publications from respective science branches.</p> "> Figure 5
<p>The most frequent keywords and their co-occurrence.</p> "> Figure 6
<p>The most frequent publication venues.</p> "> Figure 7
<p>The map of co-authors.</p> "> Figure 8
<p>The map of co-citations.</p> ">
Abstract
:1. Introduction
2. Materials and Methods
- Survey planning: Selection of data sources and specification of search criteria.
- Preliminary analysis: Answering RQ1 and selecting the data source which provides the widest coverage of the scientific output with regard to gamification in education for further analysis.
- Main analysis: Answering the remaining RQs.
- they index the largest number of documents, far exceeding the other databases;
- most of the content of commercial publisher databases (e.g., Springer Link and ScienceDirect) is indexed by at least one of the three selected data sources;
- most of the other databases used in prior research (e.g., ACM Digital Library; AISeL, ASME Digital Collection, IEEE Xplore) are dedicated to specific topic areas (such as computer science, information systems, or mechanical engineering), and this survey was not restricted to any of these areas;
- ERIC is a database dedicated to an area consistent with the scope of the survey (education); however, it does not provide citation data which automatically excludes its use in the main analysis stage. Note that a simple query for peer-reviewed publications on “education” and “gamification” resulted in 262 items, which, while a small fraction of the number of items retrieved from the other sources, makes it a source to consider in future literature surveys on gamification in education.
- a paper relevant to gamification should have the term “gamification” mentioned in its title, keywords, or abstract;
- a paper relevant to education should either have the term “education” or “educational” mentioned in its title or keywords (we ignore abstracts here, as many papers on gamification in non-educational contexts mention education as an exemplary field of gamification in their abstracts), or be published in an educational context (in a journal, book, or proceedings of a conference dedicated to education).
- papers from 2021 should be excluded (to avoid the false impression that the results cover the scientific output from 2021, whereas only few publications with such a publication date were found);
- papers not in English should be excluded (to avoid the false impression that the results cover scientific output in non-English languages, whereas only a small amount of such publications were found; a proper survey in this vein should include various national-level bibliographic databases);
- only the publications in the type of book, chapter, journal article, and conference paper should be included (to exclude all publications such as reviews, editorials, etc. that do not convey new research results).
- in Scopus: “(PUBYEAR < 2021) AND TITLE-ABS-KEY (gamification) AND (TITLE (education*) OR KEY (education*) OR CONFNAME (education*) OR SRCTITLE (education*)) AND (LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “ar”) OR LIMIT-TO (DOCTYPE, “ch”) OR LIMIT-TO (DOCTYPE, “bk”)) AND (LIMIT-TO (LANGUAGE, “English”))”,
- in Web of Science: “(((TI = gamification OR AK = gamification OR AB = gamification) AND (TI = education* OR AK = education* OR SO = education* OR CF = education*) )) AND LANGUAGE: (English) AND DOCUMENT TYPES: (Article OR Book OR Book Chapter OR Proceedings Paper)”, with the following additional search criteria: “Indexes = SCI-EXPANDED, SSCI, A&HCI, CPCI-S, CPCI-SSH, BKCI-S, BKCI-SSH, ESCI Timespan = 1900–2020”.
3. Results
3.1. Preliminary Analysis
3.2. Main Analysis
3.2.1. Geographic Distribution of Scientific Contribution
3.2.2. Forms of Publication
3.2.3. Addressed Research Areas and Topics
3.2.4. Dissemination Channels
3.2.5. Most Involved Scientific Institutions
3.2.6. Research Leaders
3.2.7. Research Collaboration
3.2.8. Research Impact
4. Discussion and Conclusions
- Computer Science is a somewhat difficult subject of education, therefore the support for engagement and motivation offered by gamification is especially demanded (note also the high interest from the fields of Engineering and Mathematics);
- Computer Science subjects are mostly taught using computers, making it easy to introduce gamification software in the process compared to subjects traditionally taught without the use of computers;
- a considerable part of publications on gamification in education is devoted to presentation of new software tools, which, regardless of the area of education they are applied to, are often published in Computer-Science-related venues.
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Reference | Scope | Items | Databases 1 | Year |
---|---|---|---|---|
[18] | Higher education | 1029 | WoS | 2019 |
[19] | (unrestricted) | 313 | WoS | 2018 |
[20] | Management | 244 | Scopus, WoS | 2017 |
[21] | (unrestricted) | 139 | WoS | 2014 |
[22] | Empirical research | 128 | Scopus | 2015 |
[23] | (unrestricted) | 119 | Scholar, WoS, Scopus, ResearchGate, Academia | 2014 |
[24] | (unrestricted) | 95 | EBSCO, ScienceDirect, AISeL | 2018 |
[25] | Statistics | 49 | Scopus, AISeL | 2019 |
[26] | Engineering | 48 | IEEE | 2019 |
[27] | Tailored gamification | 42 | ACM, IEEE, ScienceDirect, Scopus, Springer | 2019 |
[28] | Empirical research | 41 | ACM, IEEE, ScienceDirect, Scopus, ERIC, Scholar | 2015 |
[29] | Higher education | 41 | ACM, EBSCO, ASME, IEEE, PsychINFO, Scopus | 2017 |
[30] | Information Systems | 41 | AISeL, ACM | 2016 |
[31] | Peer review | 39 | ACM, IEEE, ScienceDirect, Springer, Scopus, WoS, ERIC | 2018 |
[32] | Empirical research | 34 | ACM, IEEE, ScienceDirect, Scopus, Springer, ERIC, Scholar | 2014 |
[33] | MOOCs | 34 | ACM, IEEE, ScienceDirect, Scopus, Springer, | 2017 |
[34] | Higher education/STEM | 30 | WoS | 2016 |
[17] | (unrestricted) | 26 | ACM, ScienceDirect, IEEE, Scopus, Springer | 2013 |
[35] | Empirical research | 24 | EBSCO, Proquest, WoS, Scopus, ScienceDirect, Scholar, ACM, AISeL | 2013 |
[36] | Software engineering | 21 | ACM, IEEE, Scopus, ScienceDirect, WoS | 2017 |
[37] | Adaptive gamification | 20 | ACM, IEEE, ScienceDirect, Springer, Scholar | 2019 |
[38] | Computer Science | 16 | ACM, IEEE, ProQuest, Web of Science | 2017 |
Database | Google Scholar | Scopus | Web of Science | Duplicates | Coverage |
---|---|---|---|---|---|
Google Scholar | 66.7% | 10.2% | 6.2% | 16.8% | 20.7% |
Scopus | 4.0% | 62.3% | 28.3% | 5.4% | 60.4% |
Web of Science | 3.5% | 40.9% | 48.7% | 6.9% | 41.1% |
Institution | Country | Share |
---|---|---|
Tecnologico de Monterrey | Mexico | 1.4% |
Universidade de Sao Paulo—USP | Brazil | 1.0% |
Universidad de Salamanca | Spain | 0.9% |
Universidade Federal de Alagoas | Brazil | 0.8% |
The University of Hong Kong | Hong Kong | 0.8% |
Technische Universitat Graz | Austria | 0.8% |
Universitat Ramon Llull | Spain | 0.8% |
Universidade de Lisboa | Portugal | 0.8% |
University of Toronto | Canada | 0.7% |
Universidad Politécnica de Madrid | Spain | 0.7% |
Universidad de la Laguna | Spain | 0.6% |
Universitat Politècnica de Catalunya | Spain | 0.6% |
Universidad Rey Juan Carlos | Spain | 0.6% |
Pennsylvania State University | USA | 0.6% |
Open University of the Netherlands | the Netherlands | 0.6% |
IESCID Lisboa | Portugal | 0.6% |
Universidad de Granada | Spain | 0.5% |
Panepistimion Patron | Greece | 0.5% |
Curtin University | Australia | 0.5% |
Kazan Federal University | Russia | 0.5% |
Author | Country | Works |
---|---|---|
Isotani, S. | Brazil | 21 |
Bittencourt, I.I. | Brazil | 16 |
Fonseca, D. | Spain | 15 |
Toda, A.M. | Brazil | 13 |
Berkling, K. | Germany | 11 |
Hew, K.F. | Hong Kong | 11 |
Villagrasa, S. | Spain | 11 |
Antonaci, A. | the Netherlands | 10 |
Barata, G. | Portugal | 9 |
Dicheva, D. | USA | 9 |
Gama, S. | Portugal | 9 |
Gasparini, I. | Brazil | 9 |
Paiva, J.C. | Portugal | 9 |
Su, C.H. | Taiwan | 9 |
Dichev, C. | USA | 8 |
Hamari, J. | Finland | 8 |
Huang, B. | Hong Kong | 8 |
Jorge, J. | Portugal | 8 |
Klock, A.C.T. | Finland | 8 |
Leal, J.P. | Portugal | 8 |
Meinel, C. | Germany | 8 |
Queirós, R. | Portugal | 8 |
Redondo, E. | Spain | 8 |
Sillaots, M. | Estonia | 8 |
Title | Authors | Year | Venue | Cited |
---|---|---|---|---|
Gamifying learning experiences: Practical implications and outcomes | Domínguez A., Saenz-De-Navarrete J., De-Marcos L., Fernández-Sanz L., Pagés C., Martínez-Herráiz J.-J. | 2013 | Computers and Education | 712 |
Assessing the effects of gamification in the classroom | Hanus M.D., Fox J. | 2015 | Computers and Education | 528 |
Defining gamification—A service marketing perspective | Huotari K., Hamari J. | 2012 | MindTrek Conference | 523 |
Gamification in education: A systematic mapping study | Dicheva D., Dichev C., Agre G., Angelova G. | 2015 | Educational Technology and Society | 519 |
An empirical study comparing gamification and social networking on e-learning | De-Marcos L., Domínguez A., Saenz-De-Navarrete J., Pagés C. | 2014 | Computers and Education | 249 |
The effect of virtual achievements on student engagement | Denny P. | 2013 | Conference on Human Factors in Computing Systems | 229 |
Foundations of Game-Based Learning | Plass J.L., Homer B.D., Kinzer C.K. | 2015 | Educational Psychologist | 197 |
A recipe for meaningful gamification | Nicholson S. | 2015 | Gamification in Education and Business | 187 |
A mobile gamification learning system for improving the learning motivation and achievements | Su C.-H., Cheng C.-H. | 2015 | Journal of Computer Assisted Learning | 186 |
A systematic mapping on gamification applied to education | De Sousa Borges S., Durelli V.H.S., Reis H.M., Isotani S. | 2014 | ACM Symposium on Applied Computing | 172 |
Gamification and serious games for personalized health | McCallum S. | 2012 | Studies in Health Technology and Informatics | 158 |
Digital badges in education | Gibson D., Ostashewski N., Flintoff K., Grant S., Knight E. | 2015 | Education and Information Technologies | 150 |
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Swacha, J. State of Research on Gamification in Education: A Bibliometric Survey. Educ. Sci. 2021, 11, 69. https://doi.org/10.3390/educsci11020069
Swacha J. State of Research on Gamification in Education: A Bibliometric Survey. Education Sciences. 2021; 11(2):69. https://doi.org/10.3390/educsci11020069
Chicago/Turabian StyleSwacha, Jakub. 2021. "State of Research on Gamification in Education: A Bibliometric Survey" Education Sciences 11, no. 2: 69. https://doi.org/10.3390/educsci11020069
APA StyleSwacha, J. (2021). State of Research on Gamification in Education: A Bibliometric Survey. Education Sciences, 11(2), 69. https://doi.org/10.3390/educsci11020069