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Original article

The use of gamification in education: a bibliometric and text mining analysis

J. Martí‐Parreño

Corresponding Author

E-mail address: jose.marti@uem.es

Department of Business, Universidad Europea de Valencia, , Valencia, Spain

Correspondence: José Martí‐Parreño, Universidad Europea de Valencia, Department of Business, Valencia, Spain. Email:

jose.marti@uem.es

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E. Méndez‐Ibáñez

Department of Translation and Intercultural Communication, Universidad Europea de Valencia, , Valencia, Spain

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A. Alonso‐Arroyo

Department of History of Science and Documentation, Universitat de València, , Valencia, Spain

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First published: 08 August 2016
Cited by: 7

Abstract

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, problem‐solving skills gains or attitudes toward game‐based learning. Nevertheless, little research has focused on providing a comprehensive literature review, which will help researchers to better understand how this stream of research has evolved over the last years. In this study, we use a bibliometric, social network and text mining analysis in order to provide useful up‐to‐date information to picture the state of the art about current research and evolution of the topic. Analysis on a sample of 139 articles published in top journals over the last 5 years (2010–2014) allowed identifying relevant authors and institutions, key constructs and themes involved, and trends of knowledge development. Main findings suggest an increasing academic interest on the topic over the last 5 years and a wide variety of constructs that were clustered in four main themes that we named: (i) effectiveness, (ii) acceptance, (iii) engagement and (iv) social interactions. Future research lines are also addressed.

Lay Description

What is currently known about the use of games in education:

  • Games can increase students' intrinsic motivation to learn.
  • Games support active learning.
  • Games facilitate scaffolded instruction based on each individual student's needs.

What this paper adds to this:

  • This study identifies the most relevant researchers in this research area.
  • This study identifies the most relevant institutions involved in this research area.
  • This study identifies the main topics and themes researched by researchers.
  • This study identifies the main methodological approach used by researchers.

Findings for practitioners:

  • Relevant researchers and institutions to collaborate with.
  • Topics and themes under research.
  • Methods used to research the use of games in education.

Number of times cited: 7

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  • , An augmented reality game to support therapeutic education for children with diabetes, PLOS ONE, 12, 9, (e0184645), (2017).
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  • , Çok Katmanlı Okuryazarlık Bağlamında Oyunlaştırmanın Türkçe Öğretim Sürecine Katkısı, Ana Dili Eğitimi Dergisi, 10.16916/aded.363776, (183-201), (2018).