The use of gamification in education: a bibliometric and text mining analysis.
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, pro...
| Published in: | Journal of Computer Assisted Learning Vol. 32; no. 6; pp. 663 - 677 |
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| Main Authors: | , , |
| Format: | research tables/charts Journal Article |
| Published: |
Wiley-Blackwell
Dec2016
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| Online Access: | View this record in EBSCOhost |