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GAMIFICATION IN HIGHER EDUCATION: A BIBLIOMETRIC APPROACH

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In recent years, the interest in research concerning gamification in higher education (GHE) has grown considerably. Although a simple search in Web of Science (WoS) return more than 4000 papers on gamification, there are very few studies based on a bibliometric analysis. Therefore, a thorough evaluation of this field and its challenges is highly necessary and can help us better understand the diversity of gamification approaches, the ways in which various scholars, countries, institutions or universities reacted through research and scientific publications to the study of GHE space. Using a bibliometric approach, we analyzed 1029 papers on GHE, indexed by WoS. In addition to the bibliometric indicators offered by WoS, we used the VosViewer software in order to visualize the intellectual structure, conceptual dynamics, diffusion of knowledge, development over time, research trends (identifying the fast growing / popular topical areas), core authors, top journals, leading countries and institutions, the impact of collaboration, etc. The main findings increased our understanding of the use of GHE: we identified vital research, landmark studies in the development of the field, critical past contributions, emerging trends and potentially transformative ideas.In recent years, the interest in research concerning gamification in higher education (GHE) has grown considerably. Although a simple search in Web of Science (WoS) return more than 4000 papers on gamification, there are very few studies based on a bibliometric analysis. Therefore, a thorough evaluation of this field and its challenges is highly necessary and can help us better understand the diversity of gamification approaches, the ways in which various scholars, countries, institutions or universities reacted through research and scientific publications to the study of GHE space. Using a bibliometric approach, we analyzed 1029 papers on GHE, indexed by WoS. In addition to the bibliometric indicators offered by WoS, we used the VosViewer software in order to visualize the intellectual structure, conceptual dynamics, diffusion of knowledge, development over time, research trends (identifying the fast growing / popular topical areas), core authors, top journals, leading countries and institutions, the impact of collaboration, etc. The main findings increased our understanding of the use of GHE: we identified vital research, landmark studies in the development of the field, critical past contributions, emerging trends and potentially transformative ideas.
Title: GAMIFICATION IN HIGHER EDUCATION: A BIBLIOMETRIC APPROACH
Description:
In recent years, the interest in research concerning gamification in higher education (GHE) has grown considerably.
Although a simple search in Web of Science (WoS) return more than 4000 papers on gamification, there are very few studies based on a bibliometric analysis.
Therefore, a thorough evaluation of this field and its challenges is highly necessary and can help us better understand the diversity of gamification approaches, the ways in which various scholars, countries, institutions or universities reacted through research and scientific publications to the study of GHE space.
Using a bibliometric approach, we analyzed 1029 papers on GHE, indexed by WoS.
In addition to the bibliometric indicators offered by WoS, we used the VosViewer software in order to visualize the intellectual structure, conceptual dynamics, diffusion of knowledge, development over time, research trends (identifying the fast growing / popular topical areas), core authors, top journals, leading countries and institutions, the impact of collaboration, etc.
The main findings increased our understanding of the use of GHE: we identified vital research, landmark studies in the development of the field, critical past contributions, emerging trends and potentially transformative ideas.
In recent years, the interest in research concerning gamification in higher education (GHE) has grown considerably.
Although a simple search in Web of Science (WoS) return more than 4000 papers on gamification, there are very few studies based on a bibliometric analysis.
Therefore, a thorough evaluation of this field and its challenges is highly necessary and can help us better understand the diversity of gamification approaches, the ways in which various scholars, countries, institutions or universities reacted through research and scientific publications to the study of GHE space.
Using a bibliometric approach, we analyzed 1029 papers on GHE, indexed by WoS.
In addition to the bibliometric indicators offered by WoS, we used the VosViewer software in order to visualize the intellectual structure, conceptual dynamics, diffusion of knowledge, development over time, research trends (identifying the fast growing / popular topical areas), core authors, top journals, leading countries and institutions, the impact of collaboration, etc.
The main findings increased our understanding of the use of GHE: we identified vital research, landmark studies in the development of the field, critical past contributions, emerging trends and potentially transformative ideas.

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