The study "Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review" by Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy, and their colleagues explores the evolution and impact of gamification in educational settings over the past decade. The research aims to address a gap in existing literature by providing a comprehensive guide for scholars and research institutes on the key areas and components of gamification.
- **Bibliometric Analysis**: The study uses bibliometric analysis to identify the most frequently used keywords, countries contributing the most, leading journals, influential authors, and the growth in research.
- **Systematic Review**: The systematic review examines the educational stages, game elements, and common learning outcomes associated with gamification.
- **Keywords**: Gamification, game-based learning (GBL), motivation, engagement.
- **Contributing Countries**: The United States leads with 660 research papers, followed by Spain (408), Britain (276), and China (207).
- **Leading Journals**: *Computers in Human Behavior* and *Computers and Education* are the most influential journals.
- **Influential Authors**: Juho Hamari, Mitesh S. Patel, and Richard N. Landers are the most cited authors.
- **Research Growth**: The number of studies increased from 7 in 2012 to 917 in 2021.
- **Educational Stages**: Undergraduate studies are the most common, followed by primary and secondary levels.
- **Game Elements**: Points, leaderboards, and badges are the most frequently used.
- **Learning Outcomes**: Educational achievement, performance, engagement, and motivation are the most addressed outcomes.
- **Bibliometric Analysis**: It provides insights into the most popular words, countries, journals, authors, and research growth.
- **Systematic Review**: It offers detailed information on educational stages, game elements, and learning outcomes.
- **Incorporate Game Elements**: Researchers and educators should incorporate game elements like points, leaderboards, and badges into course systems and digital platforms.
- **Develop Guidelines**: Create guidelines for enhancing achievement, engagement, and motivation through digital educational systems.
- **Train Faculty**: Develop training plans for faculty members to align with the functional mechanisms of gamification.
- **Expand Platforms**: Educational institutions should expand the use of motivational platforms incorporating game elements.
- **Future Research**: Conduct more studies in specific content areas, use additional databases, and explore qualitative perspectives on gamification in educational settings.
The study contributes significantly to understanding the current status and applications of gamification in education. It provides valuable insights for researchers and practitioners, highlighting the need for further research and practical applications to enhance learning outcomes.The study "Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review" by Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy, and their colleagues explores the evolution and impact of gamification in educational settings over the past decade. The research aims to address a gap in existing literature by providing a comprehensive guide for scholars and research institutes on the key areas and components of gamification.
- **Bibliometric Analysis**: The study uses bibliometric analysis to identify the most frequently used keywords, countries contributing the most, leading journals, influential authors, and the growth in research.
- **Systematic Review**: The systematic review examines the educational stages, game elements, and common learning outcomes associated with gamification.
- **Keywords**: Gamification, game-based learning (GBL), motivation, engagement.
- **Contributing Countries**: The United States leads with 660 research papers, followed by Spain (408), Britain (276), and China (207).
- **Leading Journals**: *Computers in Human Behavior* and *Computers and Education* are the most influential journals.
- **Influential Authors**: Juho Hamari, Mitesh S. Patel, and Richard N. Landers are the most cited authors.
- **Research Growth**: The number of studies increased from 7 in 2012 to 917 in 2021.
- **Educational Stages**: Undergraduate studies are the most common, followed by primary and secondary levels.
- **Game Elements**: Points, leaderboards, and badges are the most frequently used.
- **Learning Outcomes**: Educational achievement, performance, engagement, and motivation are the most addressed outcomes.
- **Bibliometric Analysis**: It provides insights into the most popular words, countries, journals, authors, and research growth.
- **Systematic Review**: It offers detailed information on educational stages, game elements, and learning outcomes.
- **Incorporate Game Elements**: Researchers and educators should incorporate game elements like points, leaderboards, and badges into course systems and digital platforms.
- **Develop Guidelines**: Create guidelines for enhancing achievement, engagement, and motivation through digital educational systems.
- **Train Faculty**: Develop training plans for faculty members to align with the functional mechanisms of gamification.
- **Expand Platforms**: Educational institutions should expand the use of motivational platforms incorporating game elements.
- **Future Research**: Conduct more studies in specific content areas, use additional databases, and explore qualitative perspectives on gamification in educational settings.
The study contributes significantly to understanding the current status and applications of gamification in education. It provides valuable insights for researchers and practitioners, highlighting the need for further research and practical applications to enhance learning outcomes.