Abstract
The use of gamification has entered with force at all levels of education. This article analyzes the behavior of scientific production on gamification applied to education using bibliometric indicators and visualization maps. The data were extracted from the Science Citation Index Expanded (SCIE), Social Sciences Citation Index (SSCI) and Arts & Humanities Citation Index (A&HCI) of Web of Science (2012-2018) in two stages. In the first, the dynamics of scientific production on gamification was analyzed by retrieving 807 records. In the second stage, the search was restricted to categories linked to education topics, leaving 153 documents. The results show that scientific production is increasing every year, and the most productive journals on the subject were identified. The intellectual influence of the production on gamification was identified through the analysis of the co-citation of authors, detecting the most representative authors and invisible communities. Finally, by means of the keyword overlapping map, it became evident that gamification applied to education is taking an increasingly technological and innovative approach.
Translated title of the contribution | Gamification in Education from Web of Science. An Analysis with Bibliometric Indicators and Visualization Maps |
---|---|
Original language | Spanish (Ecuador) |
Pages (from-to) | 399-406 |
Number of pages | 8 |
Journal | Revista Conrado |
Volume | 16 |
Issue number | 16 |
State | Published - 31 Dec 2020 |
Keywords
- Bibliometric networks
- Bibliometrics
- Citation
- Co-occurrence
- Education
- Gamification
- Overlay maps
- Vosviewer
- Web of science
CACES Knowledge Areas
- 413A Social and Cultural Studies