Gamificación en el ámbito educativo: Un análisis bibliométrico
DOI:
https://doi.org/10.33304/revinv.v15n1-2020003Palabras clave:
Análisis bibliométrico, gamificación, educación, motivación, tendencia educativaResumen
La gamificación se entiende como la incorporación de elementos propios del juego en contextos que no son lúdicos, con el objetivo de aumentar la concentración y el compromiso, de modo que se alcance una mayor motivación para realizar tareas que a priori pueden parecer poco atractivas. Dada su relevancia, este artículo presenta un análisis bibliométrico acerca del avance que ha tenido el uso de herramientas gamificadas en el ámbito educativo. Para desarrollar esta investigación, se realizó una búsqueda de literatura en Scopus y Web of Science. Los resultados de este ejercicio se analizaron utilizando el software Vantage Point, en términos de tipo de documentos, productividad, análisis léxico y áreas de investigación. Los hallazgos de este estudio indican que la gamificación es una temática cada vez más relevante, lo que se soporta en diferentes investigaciones científicas. Se trata de un campo que puede aplicarse en diversos contextos educativos y que puede generar múltiples beneficios, como aumento de motivación y engagement.Descargas
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