This paper presents a bibliometric analysis and systematic review of gamification-based learning (GBL) over the past ten years. The study aims to identify key trends, influential authors, and significant contributions in the field of gamification. The results of the bibliometric analysis indicate that the most frequently used keywords in GBL research include gamification, game-based learning, motivation, and engagement. The majority of research has been conducted in the United States, followed by Spain and Britain. The two most prominent journals in the field are the Journal of Computers in Human Behavior and the Journal of Computers and Education. The most influential authors in GBL research include Juho Hamari, Mitesh S. Patel, and Richard N. Landers. The number of GBL studies has increased significantly over the past decade, from 7 in 2012 to 917 in 2021.
The systematic review highlights that the most common educational stages in GBL research are undergraduate and primary education. The most frequently used game elements in GBL include points, leaderboards, and badges. The most common learning outcomes measured in GBL studies are achievement, engagement, and motivation. The study also identifies the key components of gamification that instructors and e-learning designers can rely on most frequently.
The findings of this study suggest that gamification has become a vital and rapidly developing research area in education. The results of the study provide a comprehensive overview of the current state of GBL research, including the most common game elements, educational stages, and learning outcomes. The study also highlights the importance of gamification in enhancing student engagement, motivation, and learning outcomes. The results of this study can be used to guide future research in the field of gamification and to develop effective strategies for implementing gamification in educational settings. The study also emphasizes the need for further research on the relationship between gamification and learning outcomes, as well as the impact of gamification on various psychological variables.This paper presents a bibliometric analysis and systematic review of gamification-based learning (GBL) over the past ten years. The study aims to identify key trends, influential authors, and significant contributions in the field of gamification. The results of the bibliometric analysis indicate that the most frequently used keywords in GBL research include gamification, game-based learning, motivation, and engagement. The majority of research has been conducted in the United States, followed by Spain and Britain. The two most prominent journals in the field are the Journal of Computers in Human Behavior and the Journal of Computers and Education. The most influential authors in GBL research include Juho Hamari, Mitesh S. Patel, and Richard N. Landers. The number of GBL studies has increased significantly over the past decade, from 7 in 2012 to 917 in 2021.
The systematic review highlights that the most common educational stages in GBL research are undergraduate and primary education. The most frequently used game elements in GBL include points, leaderboards, and badges. The most common learning outcomes measured in GBL studies are achievement, engagement, and motivation. The study also identifies the key components of gamification that instructors and e-learning designers can rely on most frequently.
The findings of this study suggest that gamification has become a vital and rapidly developing research area in education. The results of the study provide a comprehensive overview of the current state of GBL research, including the most common game elements, educational stages, and learning outcomes. The study also highlights the importance of gamification in enhancing student engagement, motivation, and learning outcomes. The results of this study can be used to guide future research in the field of gamification and to develop effective strategies for implementing gamification in educational settings. The study also emphasizes the need for further research on the relationship between gamification and learning outcomes, as well as the impact of gamification on various psychological variables.