2022
DOI: 10.1007/s10639-022-11048-x
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Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles

Abstract: This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of purpose , this is an applied study and regarding type , it is a scientometric and co-occurrence analysis. The researchers conducted a search in WoS, Scopus and PubMed databases. The abstract and full text of 25 out of 71 articles were selected to be included in the study. Then, the citation and alt… Show more

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Cited by 33 publications
(12 citation statements)
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“…Secondly, the study identified the significance and the possibility of using gamified applications as a potential novel method to increase the efficiency of disaster education. As discussed in the paper, gamification attracts community attention through extrinsic elements and introduces motivational elements in a gaming environment, while indirectly transferring knowledge to the players [22,[96][97][98]. As Australia is frequently exposed to bushfires, such an approach would further reduce community vulnerability by strengthening it through adequate knowledge [99][100][101].…”
Section: Discussionmentioning
confidence: 99%
“…Secondly, the study identified the significance and the possibility of using gamified applications as a potential novel method to increase the efficiency of disaster education. As discussed in the paper, gamification attracts community attention through extrinsic elements and introduces motivational elements in a gaming environment, while indirectly transferring knowledge to the players [22,[96][97][98]. As Australia is frequently exposed to bushfires, such an approach would further reduce community vulnerability by strengthening it through adequate knowledge [99][100][101].…”
Section: Discussionmentioning
confidence: 99%
“…Teaching methods with digital components, such as the flipped classroom concept and game-based learning, can also significantly increase learning performance (Chen & Tang, 2022 ; Nes et al, 2021 ). Other benefits include improved participation, attitude, motivation, pleasure, perceived learning, satisfaction, and practical skills, as well as increased learner competition (Nadi-Ravandi & Batooli, 2022 ). Positive effects can also be attributed to individual digital learning elements.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Taesotikul [ 31 ] confirmed that gamification could improve students’ creative problem-solving skills. However, in recent years, most research has used gamification in online learning, while the gamification of face-to-face courses requires more research [ 32 , 33 ].…”
Section: Introductionmentioning
confidence: 99%