Araştırma Makalesi
BibTex RIS Kaynak Göster

BİLGİSAYAR MÜHENDİSLİĞİ EĞİTİMİNDE OYUNLAŞTIRMA: KÜRESEL ARAŞTIRMA EĞİLİMLERİNE YÖNELİK BİBLİYOMETRİK BİR İNCELEME

Yıl 2025, Cilt: 9 Sayı: 1, 159 - 173, 30.06.2025
https://doi.org/10.62301/usmtd.1710461

Öz

Dijitalleşmenin etkisiyle eğitim alanında da yenilikçi yaklaşımlar öne çıkmakta, oyunlaştırma ve dijital oyunlar öğrenme süreçlerini daha etkili ve motive edici hâle getirmektedir. Oyunlaştırma, oyun dışı bağlamlarda oyun tasarım öğeleri (puan, rozet, seviye, liderlik tablosu vb.) kullanılarak bireylerin motivasyonunu ve katılımını artırmayı hedeflemektedir. Bu yaklaşım, özellikle teknik içerikli bilgisayar mühendisliği gibi disiplinlerde öğrencilerin dikkatini çekmek ve etkileşimi artırmak açısından önemlidir. Bu çalışma, bilgisayar mühendisliği eğitiminde oyunlaştırma konusundaki bilimsel yayınları bibliyometrik analiz yöntemiyle incelemeyi amaçlamaktadır. Web of Science (WoS) veri tabanında 2012–2025 yılları arasında yayımlanmış 343 çalışma analiz edilmiştir. Analiz kapsamında yıllara göre yayın eğilimleri, en çok atıf alan çalışmalar, etkili yazarlar, kurumlar, dergiler ve anahtar kelime kümelenmeleri değerlendirilmiştir. Bu çalışma, alanın entelektüel yapısını ortaya koyarak araştırma eğilimlerini, iş birliği ağlarını ve potansiyel boşlukları tanımlamaktadır. Böylece, gelecek çalışmalara yön vermeyi amaçlamaktadır.

Kaynakça

  • 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.
  • 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).
  • C. Dichev, D. Dicheva, 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).
  • M. Kalogiannakis, S. Papadakis, A. Zourmpakis, Gamification in science education: A systematic review of the literature, Education Sciences, 11(1) (2021).
  • G. Lampropoulos, Kinshuk, Virtual reality and gamification in education: A systematic review, Educational Technology Research and Development, (2024) 1-95.
  • S. Tonhão, R. R. da Silva, T. U. Conte, Gamification in software engineering education: A tertiary study, SBES 2023: Brazilian Symposium on Software Engineering, (2023) 202–211.
  • N. Zeybek, E. Saygı, Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19(2) (2024) 237–264.
  • M. Aria, C. Cuccurullo, Bibliometrix: An R-tool for comprehensive science mapping analysis, Journal of Informetrics, 11(4) (2017) 959–975.
  • I. Zupic, T. Čater, Bibliometric methods in management and organization, Organizational Research Methods, 18(3) (2015) 429–472.
  • J. Zhu, W. Liu, A tale of two databases: the use of web of science and Scopus in academic papers, Scientometrics, 123 (2020) 321-335.
  • P. Mongeon, A. Paul-Hus, The journal coverage of Web of Science and Scopus: a comparative analysis. Scientometrics, 106 (2016) 213-228.
  • M. Kumpulainen, M. Seppänen, Combining Web of Science and Scopus datasets in citation-based literature study. Scientometrics, 127(10) (2022) 5613-5631.
  • G. Spinaci, G. Colavizza, S. Peroni, A map of Digital Humanities research across bibliographic data sources, Digital Scholarship in the Humanities, 37(4) (2022) 1254-1268.
  • A. Domínguez, J. Saenz-de-Navarrete, L. De-Marcos, L. Fernández-Sanz, C. Pagés, J. J. Martínez- Herráiz, Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63 (2013) 380-392.
  • J. Hamari, J. Koivisto, H. Sarsa, Does gamification work? – A literature review of empirical studies on gamification, Proceedings of the 47th Hawaii International Conference on System Sciences, (2014) 3025–3034.
  • A. V. Banerjee, S. Cole, E. Duflo, L. Linden, Remedying education: Evidence from two randomized experiments in India. The quarterly journal of economics, 122(3) (2007) 1235-1264.
  • T. M. Fleming, L. Bavin, K. Stasiak, E. Hermansson-Webb, S. N. Merry, S. N., C. Cheek, S. Hetrick, Serious games and gamification for mental health: current status and promising directions, Frontiers in Psychiatry, 7 (2017) 215.
  • Y. Attali, M. Arieli-Attali, Gamification in assessment: Do points affect test performance?, Computers & Education, 83 (2015) 57-63.
  • A. J. Lotka, The frequency distribution of scientific productivity. Journal of the Washington Academy of Sciences, 16 (1926) 317–323.
  • W. J. Lee, A study on word cloud techniques for analysis of unstructured text data, The Journal of the Convergence on Culture Technology, 6(4) (2020) 715–720.
  • M. M. Alhammad, P.M. Moreno-Marcos, Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 208 (2024) 104861.
  • E. G. Rincón-Flores, B. N. Santos-Guevara, Gamification during Covid-19: Promoting active learning and motivation in higher education, Australasian Journal of Educational Technology, 37(5) (2021) 43–59.
  • S. Secinaro, V. Brescia, D. Calandra, P. Biancone, Employing bibliometric analysis to identify suitable business models for electric cars, Journal of Cleaner Production, 264 (2020) 121503.
  • M. Videnovik, T. Vold, L. Kiønig, A. Madevska Bogdanova, V. Trajkovik, Game-based learning in computer science education: A scoping literature review. International Journal of STEM Education, 10(1) (2023) 54.

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

Yıl 2025, Cilt: 9 Sayı: 1, 159 - 173, 30.06.2025
https://doi.org/10.62301/usmtd.1710461

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.

Kaynakça

  • 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.
  • 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).
  • C. Dichev, D. Dicheva, 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).
  • M. Kalogiannakis, S. Papadakis, A. Zourmpakis, Gamification in science education: A systematic review of the literature, Education Sciences, 11(1) (2021).
  • G. Lampropoulos, Kinshuk, Virtual reality and gamification in education: A systematic review, Educational Technology Research and Development, (2024) 1-95.
  • S. Tonhão, R. R. da Silva, T. U. Conte, Gamification in software engineering education: A tertiary study, SBES 2023: Brazilian Symposium on Software Engineering, (2023) 202–211.
  • N. Zeybek, E. Saygı, Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19(2) (2024) 237–264.
  • M. Aria, C. Cuccurullo, Bibliometrix: An R-tool for comprehensive science mapping analysis, Journal of Informetrics, 11(4) (2017) 959–975.
  • I. Zupic, T. Čater, Bibliometric methods in management and organization, Organizational Research Methods, 18(3) (2015) 429–472.
  • J. Zhu, W. Liu, A tale of two databases: the use of web of science and Scopus in academic papers, Scientometrics, 123 (2020) 321-335.
  • P. Mongeon, A. Paul-Hus, The journal coverage of Web of Science and Scopus: a comparative analysis. Scientometrics, 106 (2016) 213-228.
  • M. Kumpulainen, M. Seppänen, Combining Web of Science and Scopus datasets in citation-based literature study. Scientometrics, 127(10) (2022) 5613-5631.
  • G. Spinaci, G. Colavizza, S. Peroni, A map of Digital Humanities research across bibliographic data sources, Digital Scholarship in the Humanities, 37(4) (2022) 1254-1268.
  • A. Domínguez, J. Saenz-de-Navarrete, L. De-Marcos, L. Fernández-Sanz, C. Pagés, J. J. Martínez- Herráiz, Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63 (2013) 380-392.
  • J. Hamari, J. Koivisto, H. Sarsa, Does gamification work? – A literature review of empirical studies on gamification, Proceedings of the 47th Hawaii International Conference on System Sciences, (2014) 3025–3034.
  • A. V. Banerjee, S. Cole, E. Duflo, L. Linden, Remedying education: Evidence from two randomized experiments in India. The quarterly journal of economics, 122(3) (2007) 1235-1264.
  • T. M. Fleming, L. Bavin, K. Stasiak, E. Hermansson-Webb, S. N. Merry, S. N., C. Cheek, S. Hetrick, Serious games and gamification for mental health: current status and promising directions, Frontiers in Psychiatry, 7 (2017) 215.
  • Y. Attali, M. Arieli-Attali, Gamification in assessment: Do points affect test performance?, Computers & Education, 83 (2015) 57-63.
  • A. J. Lotka, The frequency distribution of scientific productivity. Journal of the Washington Academy of Sciences, 16 (1926) 317–323.
  • W. J. Lee, A study on word cloud techniques for analysis of unstructured text data, The Journal of the Convergence on Culture Technology, 6(4) (2020) 715–720.
  • M. M. Alhammad, P.M. Moreno-Marcos, Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 208 (2024) 104861.
  • E. G. Rincón-Flores, B. N. Santos-Guevara, Gamification during Covid-19: Promoting active learning and motivation in higher education, Australasian Journal of Educational Technology, 37(5) (2021) 43–59.
  • S. Secinaro, V. Brescia, D. Calandra, P. Biancone, Employing bibliometric analysis to identify suitable business models for electric cars, Journal of Cleaner Production, 264 (2020) 121503.
  • M. Videnovik, T. Vold, L. Kiønig, A. Madevska Bogdanova, V. Trajkovik, Game-based learning in computer science education: A scoping literature review. International Journal of STEM Education, 10(1) (2023) 54.
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bilgi Sistemleri Eğitimi
Bölüm Araştırma Makaleleri
Yazarlar

Gürcan Çetin 0000-0003-3186-2781

Saadet Kuru Çetin 0000-0003-4847-5796

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 Çetin G, Kuru Çetin S. GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi. Haziran 2025;9(1):159-173. doi:10.62301/usmtd.1710461
Chicago Çetin, Gürcan, ve Saadet Kuru Çetin. “GAMIFICATION IN COMPUTER ENGINEERING EDUCATION: A BIBLIOMETRIC REVIEW OF GLOBAL RESEARCH TRENDS”. Uluslararası Sürdürülebilir Mühendislik ve Teknoloji Dergisi 9, sy. 1 (Haziran 2025): 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 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, 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 (Haziran2025), 159-173. https://doi.org/10.62301/usmtd.1710461.
JAMA 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, 2025, ss. 159-73, doi:10.62301/usmtd.1710461.
Vancouver 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):159-73.