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...
| Publicado en: | Journal of Computer Assisted Learning Vol. 41; no. 3; pp. 1 - 17 |
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| Autores principales: | , , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Jun2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185452171&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 185452171 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Jun2025 vid: 41 iid: 3 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 185452171 185452171 185452171 10.1111/jcal.70029 185452171 ppf: 1 ppct: 16 formats: tig: 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 refInfo: holdings: @attributes: islocal: N |
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