Gamification in the educational field: A bibliometric analysis
DOI:
https://doi.org/10.33304/revinv.v15n1-2020003Keywords:
bibliometric analysis, gamification, education, motivation, educational trend.Abstract
Gamification is understood as the incorporation of playful elements in contexts that are not recreational, to increase concentration and commitment, in order to increase the motivation to perform tasks that a priori may seem unattractive. Given its relevance, this article presents a bibliometric analysis of the progress made by the use of gamified tools in the educational field. For the development of this research, a search of literature was conducted in Scopus and Web of Science. The results of this exercise were analyzed using Software Vantage Point, in terms of the type of documents, productivity, lexical analysis, and research areas. The findings of this study indicate that gamification is an increasingly relevant subject supported by different scientific research. It is a field that can be applied in various educational contexts and that can generate multiple benefits such as increased motivation and engagement.Downloads
References
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