31
32
33
34
35
36
Ranking
Número de publicaciones
Revista
SNIP 2018
1
4
Computer Science Review
5.391
2
4
Computers in Human Behavior
2.245
3
4
ACM International Conference Proceeding Series
0.594
4
2
Computers and Education
3.797
5 2 Electronic Journal of E-Learning 1.454
6
2
International Journal of Game- Based Learning
1.430
7
2
International Journal of Emerging Technologies in Learning
1.388
8
2
International Journal of Innovation and Learning
1.015
37
Ranking
Frecuencia
Autores
Título
1 2049 (Deterding et al., 2011) From game design elements to gamefulness: Defining
gamification’”
2
299
(Seaborn & Fels, 2015)
Gamification in theory and action: A survey
3
190
(Dicheva et al., 2015)
Gamification in education: A systematic mapping study
4 114 (Li, Grossman & Fitzmaurice, 2012) GamiCAD: A gamified tutorial system for first time AutoCAD
users
5
80 (Sailer, Hense, Mayr & Mandl, 2017) How gamification motivates: An experimental study of the
effects of specific game design elements on psychological
need satisfaction
6 67 (Mekler, Brühlmann, Tuch & Opwis,
2017)
Towards understanding the effects of individual gamification
elements on intrinsic motivation and performance
7
55 (De-Marcos, Garcia-Lopez & Garcia-
Cabot, 2016)
On the effectiveness of game-like and social approaches in
learning: Comparing educational gaming, gamification & social
networking
8 41 (McDaniel, Lindgren & Friskics,
2012)
Using badges for shaping interactions in online learning
environments
9
21 (Borras-Gene, Martiñez-Nuñez &
Fidalgo-Blanco, 2016)
New challenges for the motivation and learning in
engineering education using gamification in MOOC
10
19 (Yildirim, 2017) The effects of gamification-based teaching practices on
student achievement and students' attitudes toward lessons
11 19 (Osipov, Nikulchev, Volinsky &
Prasikova, 2015)
Study of gamification effectiveness in online e-learning
systems
12 19 (Olsson, Mozelius & Collin, 2015) Visualisation and gamification of e-learning and
programming Education
13 14 (Kyewski & Krämer, 2018) To gamify or not to gamify? An experimental field study of the
influence of badges on motivation, activity, and performance
in an online learning course
14 12 (Kasurinen & Knutas, 2018) Publication trends in gamification: A systematic mapping
study
15 11 (Aldemir, Celik & Kaplan, 2018) A qualitative investigation of student perceptions of game
elements in a gamified course
16
11
(Llorens-Largo et al., 2016)
Gamification of the learning process: Lessons learned
38
39