Araştırma Makalesi

GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS

Cilt: 9 Sayı: 1 30 Haziran 2025
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GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS

Öz

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.

Anahtar Kelimeler

Kaynakça

  1. S. Deterding, D. Dixon, R. Khaled, L.Nacke From game design elements to gamefulness: Defining gamification, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (2011) 9-15.
  2. K. M. Kapp, The gamification of learning and instruction: Game-based methods and strategies for training and education, Pfeiffer (2012).
  3. R. Damaševičius, R. Maskeliūnas, T. Blažauskas, Serious games and gamification in healthcare: A meta-review, Information, 14 (2) (2023).
  4. 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).
  5. 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.
  6. 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.
  7. 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.
  8. 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).

Ayrıntılar

Birincil Dil

İngilizce

Konular

Bilgi Sistemleri Eğitimi

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Haziran 2025

Gönderilme Tarihi

31 Mayıs 2025

Kabul Tarihi

30 Haziran 2025

Yayımlandığı Sayı

Yıl 2025 Cilt: 9 Sayı: 1

Kaynak Göster

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, ve 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 (01 Haziran 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 ve S. Kuru Çetin, “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”, Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi, c. 9, sy 1, ss. 159–173, Haz. 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 (01 Haziran 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, ve Saadet Kuru Çetin. “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi, c. 9, sy 1, Haziran 2025, ss. 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. 01 Haziran 2025;9(1):159-73. doi:10.62301/usmtd.1710461