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Comparing Bibliometric Analysis Using PubMed, Scopus, and Web of Science Databases
Published on: October 24, 2019
Scientific Mapping of Gamification in Web of Science
Jesús López-Belmonte1, Mª Elena Parra-González2, Adrián Segura-Robles2
1Department of Didactics and School Organization, University of Granada, Ceuta 51001, Spain.
Gamification significantly impacts learning, with research booming in educational technology. Studies show an evolution from classic games to video games and technology-enhanced learning experiences.
Area of Science:
- Education
- Computer Science
- Psychology
Background:
- Education is evolving with new teaching processes.
- Gamification is a key methodology impacting the learning process.
- Teachers need to adapt to these changes.
Purpose of the Study:
- Analyze the relevance and progression of "gamification" and "learning" concepts in scientific literature.
- Utilize bibliometric and thematic analyses for comprehensive insights.
Main Methods:
- Bibliometric methodology applied to 1230 documents from Web of Science.
- Descriptive bibliometrics using the Bibliometrix library.
- Thematic analysis using Scimat for concept evolution.
Main Results:
- A significant boom in research growth for gamification and learning.
- Martí Parreño identified as a prolific author.
- Evolution of topics from classic games to video games and technology's impact on performance.
Conclusions:
- Studies on gamification and learning remain highly relevant with strong future prospects.
- Current research emphasizes video games, technology's effect on learning, and flipped learning.
- English is the predominant language in this research area.
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