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GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS
Abstract
With the impact of digitalization, innovative approaches have emerged in the field of education, making learning processes more effective and engaging through gamification and digital games. Gamification aims to enhance individuals' motivation and participation by using game design elements (points, badges, levels, leaderboards, etc.) in non-game contexts. This approach is particularly important in disciplines with technical content, such as computer engineering, to capture students' attention and increase interaction. This study aims to examine scientific publications on gamification in computer engineering education using bibliometric analysis. A total of 343 publications indexed in the Web of Science (WoS) database between 2012 and 2025 were analyzed. The analysis covers publication trends by year, most cited works, influential authors, institutions, journals, and keyword clusters. This study reveals the intellectual structure of the field, identifies research trends, collaboration networks, and potential gaps, aiming to guide future studies.
Keywords
References
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- K. M. Kapp, The gamification of learning and instruction: Game-based methods and strategies for training and education, Pfeiffer (2012).
- R. Damaševičius, R. Maskeliūnas, T. Blažauskas, Serious games and gamification in healthcare: A meta-review, Information, 14 (2) (2023).
- S. Mohanty, B. P. Christopher, The role of gamification research in human resource management: A PRISMA analysis and future research direction, SAGE Open, 14(2) (2024).
- G. Malik, D. Pradhan, B. K. Rup, Gamification and customer brand engagement: A review and future research agendas, Marketing Intelligence & Planning, 43(1) (2025) 210-239.
- O. Inbar, N. Tractinsky, O. Tsimhoni, T. Seder, Driving the scoreboard: Motivating eco-driving through in-car gaming, Workshop Gamification: Using Game Design Elements in Non-Game Contexts, (2011) 7-12.
- F. Cassano, A. Piccinno, T. Roselli, V. Rossano, Gamification and learning analytics to improve engagement in university courses, Methodologies and Intelligent Systems for Technology Enhanced Learning, 8 (2019) 156-163.
- K. Seaborn, D. I. Felds, Gamification in theory and action: A survey, International Journal of Human-Computer Studies, 74 (2015) 14–31. Gamifying education: What is known, what is believed and what remains uncertain: A critical review, International Journal of Educational Technology in Higher Education, 14(9) (2017).
Details
Primary Language
English
Subjects
Information Systems Education
Journal Section
Research Article
Publication Date
June 30, 2025
Submission Date
May 31, 2025
Acceptance Date
June 30, 2025
Published in Issue
Year 2025 Volume: 9 Number: 1
APA
Çetin, G., & Kuru Çetin, S. (2025). GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik Ve Teknoloji Dergisi, 9(1), 159-173. https://doi.org/10.62301/usmtd.1710461
AMA
1.Çetin G, Kuru Çetin S. GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi. 2025;9(1):159-173. doi:10.62301/usmtd.1710461
Chicago
Çetin, Gürcan, and Saadet Kuru Çetin. 2025. “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”. Uluslararası Sürdürülebilir Mühendislik Ve Teknoloji Dergisi 9 (1): 159-73. https://doi.org/10.62301/usmtd.1710461.
EndNote
Çetin G, Kuru Çetin S (June 1, 2025) GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi 9 1 159–173.
IEEE
[1]G. Çetin and S. Kuru Çetin, “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”, Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi, vol. 9, no. 1, pp. 159–173, June 2025, doi: 10.62301/usmtd.1710461.
ISNAD
Çetin, Gürcan - Kuru Çetin, Saadet. “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi 9/1 (June 1, 2025): 159-173. https://doi.org/10.62301/usmtd.1710461.
JAMA
1.Çetin G, Kuru Çetin S. GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi. 2025;9:159–173.
MLA
Çetin, Gürcan, and Saadet Kuru Çetin. “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”. Uluslararası Sürdürülebilir Mühendislik Ve Teknoloji Dergisi, vol. 9, no. 1, June 2025, pp. 159-73, doi:10.62301/usmtd.1710461.
Vancouver
1.Gürcan Çetin, Saadet Kuru Çetin. GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi. 2025 Jun. 1;9(1):159-73. doi:10.62301/usmtd.1710461