Let's Play and Learn: A State‐of‐the‐Art Review on Gamification‐Based Learning With a Bibliometric Analysis in the Higher Education Institutions.

Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The pu...

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Publicado en:Journal of Computer Assisted Learning Vol. 41; no. 3; pp. 1 - 17
Autores principales: Fauzi, Muhammad Ashraf, Saad, Zuria Akmal, Aripin, Muhammad Ariff, Sapuan, Noraina Mazuin
Formato: research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2025
      vid: 41
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      pub: Wiley-Blackwell
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        atl: Let's Play and Learn: A State‐of‐the‐Art Review on Gamification‐Based Learning With a Bibliometric Analysis in the Higher Education Institutions.
      aug:
        au:
          Fauzi, Muhammad Ashraf
          Saad, Zuria Akmal
          Aripin, Muhammad Ariff
          Sapuan, Noraina Mazuin
        affil: Faculty of Industrial Management, Universiti Malaysia Pahang Al‐Sultan Abdullah, Kuantan, Malaysia
      sug:
        subj:
          Gamification
          Learning Methods
          Bibliometrics
          Colleges and Universities
          Education, Masters
          Digital Technology
          Funding Source
          Human
          Quantitative Studies
          Students, College
          Motivation
          Student Attitudes
          Faculty-Student Relations
          Curriculum Development
          Thematic Analysis
          Descriptive Statistics
      ab: Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in HEIs based on a science mapping technique using bibliometric analysis. Method: A total of 1251 journal publications were retrieved from the Web of Science (WoS) and analysed using bibliometric analysis. Two analyses were applied: bibliographic coupling and co‐word analysis to discover the knowledge structure of the subject within current research streams and future gamification trends. Results: The themes discovered relate to student engagement and motivation predictors toward gamification. Implications toward practice and pedagogical approach were discussed toward student‐instructor implementation. Conclusions: Implications include the design and development of the gamification approach and the pedagogical strategies during the pre‐game, game and post‐game stages to achieve the best gamification experience. Furthermore, the gamification approach should be viewed and developed by policymakers and stakeholders to create an atmosphere that can cater to gamification in HEIs educational curriculum development.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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