Scientific mapping of gamification in web of science

  1. Jesús López-Belmonte 1
  2. Mª Elena Parra-González 2
  3. Adrián Segura-Robles 2
  4. Santiago Pozo-Sánchez 1
  1. 1 Department of Didactics and School Organization, University of Granada
  2. 2 Department of Research Methods and Diagnosis in Education, University of Granada
Revista:
EJIHPE: European Journal of Investigation in Health, Psychology and Education

ISSN: 2174-8144 2254-9625

Año de publicación: 2020

Título del ejemplar: Developing a messaging graphic for storage times of refrigerated ready-to-eat (RTE) foods for a consumer food safety health campaign

Volumen: 10

Número: 3

Páginas: 832-847

Tipo: Artículo

DOI: 10.3390/EJIHPE10030060 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: EJIHPE: European Journal of Investigation in Health, Psychology and Education

Objetivos de desarrollo sostenible

Resumen

Education is a constantly changing field. The new teaching processes are developed today and all teachers should be prepared. Gamification is one of the methodologies with the greatest impact on the learning process. The objective of the study is to analyze the relevance and progression that the concepts “gamification” and “learning” have acquired in the scientific literature of Web of Science. This research has been based on a bibliometric methodology. A classic bibliometric and thematic analyses have been carried out. A 1230 document matrix analysis has been selected. For descriptive bibliometrics, the Bibliometrix library is used, while Scimat is used for the thematic analysis. Both tools are widely used in this type of study. Results indicate that growth on the study of these topics is booming. There are also authors who accumulate most of the documents, such as Martí Parreño. English is positioned as the predominant language. The topics studied have evolved from how classic games affect learning to the study of video games and their impact on performance. It is concluded that these types of studies are still relevant and with a great future prospect. Furthermore, research focuses especially on video games, on the effects of technology on learning and on the study of flipped learning experiences.

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