Araştırma Makalesi

Bibliometric Mapping of Gamification in Education

Cilt: 6 Sayı: 2 31 Aralık 2022
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Bibliometric Mapping of Gamification in Education

Öz

This study aims to reveal the research trend in the field of gamification in education with co-authorship, bibliographic matching, collaboration and citation analysis, taking into account variables such as author, publication, keyword, journal, country, university, number of publications and citations. VOSviewer software was used for bibliometric analysis. As a result of the bibliometric analysis, it has been determined that the most effective countries in terms of studies on gamification in education are the USA, Spain and Bulgaria. According to the keyword co-occurrence analysis, it was determined that keywords such as gamification, motivation, game elements and educational innovation came to the fore. The use of gamification in education has some important effects such as motivation, learning success, interaction, competition and innovation. Current research provides the most relevant theoretical contributions from an innovative technique in the field of bibliometric research. In addition, it can be said that the results of the study are not only aimed at the academic community, but also addressed to educators and politicians in order to identify trends in research on gamification in education, design effective policy tools and ultimately improve education and training environments. The results show that research on gamification in education is focused on current developments.

Anahtar Kelimeler

Kaynakça

  1. Behl, A., Jayawardena, N., Pereira, V., Islam, N., Del Giudice, M., & Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176, 121445.
  2. Borgman, C. L., & Furner, J. (2002). Scholarly communication and bibliometrics. Annual review of information science and technology, 36(1), 2-72.
  3. Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?. Journal of behavioral addictions, 3(1), 27-32.
  4. Bunchball. (2016). Gamification 101: an introduction to the use of game dynamics to influence behavior. http://jndglobal.com/wp-content/uploads/2011/05/gamification1011.pdf
  5. De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
  6. De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113.
  7. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
  8. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Eğitim Üzerine Çalışmalar

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

31 Aralık 2022

Gönderilme Tarihi

29 Haziran 2022

Kabul Tarihi

15 Eylül 2022

Yayımlandığı Sayı

Yıl 2022 Cilt: 6 Sayı: 2

Kaynak Göster

APA
Dikmen, M., & Bahadır, F. (2022). Bibliometric Mapping of Gamification in Education. Eğitim Yansımaları, 6(2), 50-67. https://izlik.org/JA44TT38ZK
AMA
1.Dikmen M, Bahadır F. Bibliometric Mapping of Gamification in Education. EDUREF. 2022;6(2):50-67. https://izlik.org/JA44TT38ZK
Chicago
Dikmen, Melih, ve Ferdi Bahadır. 2022. “Bibliometric Mapping of Gamification in Education”. Eğitim Yansımaları 6 (2): 50-67. https://izlik.org/JA44TT38ZK.
EndNote
Dikmen M, Bahadır F (01 Aralık 2022) Bibliometric Mapping of Gamification in Education. Eğitim Yansımaları 6 2 50–67.
IEEE
[1]M. Dikmen ve F. Bahadır, “Bibliometric Mapping of Gamification in Education”, EDUREF, c. 6, sy 2, ss. 50–67, Ara. 2022, [çevrimiçi]. Erişim adresi: https://izlik.org/JA44TT38ZK
ISNAD
Dikmen, Melih - Bahadır, Ferdi. “Bibliometric Mapping of Gamification in Education”. Eğitim Yansımaları 6/2 (01 Aralık 2022): 50-67. https://izlik.org/JA44TT38ZK.
JAMA
1.Dikmen M, Bahadır F. Bibliometric Mapping of Gamification in Education. EDUREF. 2022;6:50–67.
MLA
Dikmen, Melih, ve Ferdi Bahadır. “Bibliometric Mapping of Gamification in Education”. Eğitim Yansımaları, c. 6, sy 2, Aralık 2022, ss. 50-67, https://izlik.org/JA44TT38ZK.
Vancouver
1.Melih Dikmen, Ferdi Bahadır. Bibliometric Mapping of Gamification in Education. EDUREF [Internet]. 01 Aralık 2022;6(2):50-67. Erişim adresi: https://izlik.org/JA44TT38ZK