4.5 Article

The use of gamification in education: a bibliometric and text mining analysis

Journal

JOURNAL OF COMPUTER ASSISTED LEARNING
Volume 32, Issue 6, Pages 663-676

Publisher

WILEY
DOI: 10.1111/jcal.12161

Keywords

bibliometric analysis; game-based learning (GBL); gamification; serious games; social network analysis (SNA); text mining analysis

Funding

  1. European University [2015/UEM25]

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The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem-solving skills gains or attitudes toward game-based learning. Nevertheless, little research has focused on providing a comprehensive literature review, which will help researchers to better understand how this stream of research has evolved over the last years. In this study, we use a bibliometric, social network and text mining analysis in order to provide useful up-to-date information to picture the state of the art about current research and evolution of the topic. Analysis on a sample of 139 articles published in top journals over the last 5 years (2010-2014) allowed identifying relevant authors and institutions, key constructs and themes involved, and trends of knowledge development. Main findings suggest an increasing academic interest on the topic over the last 5 years and a wide variety of constructs that were clustered in four main themes that we named: (i) effectiveness, (ii) acceptance, (iii) engagement and (iv) social interactions. Future research lines are also addressed.

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