Pattern Of Productivity In Gamification Elements Research: Bibliometric Distributions

2023 9th International Conference on Advanced Computing and Communication Systems (ICACCS)(2023)

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摘要
Recently, there has been a lot of interest in the practice of integrating game elements into contexts that are not gaming-related. E-learning has incorporated gamified elements including prizes, medals, tests, grades, objectives, and contests. For this paper's bibliometric analysis, we found 838 documents from the years 2012 to 2022. The R programme "Bibliometric" was used to conduct the majority of the analysis for this material. The inquiry took into account the development of the journal itself, the most important documents, authors, and country pieces. Vos Viewer is used to examine the most popular keywords in citations. The analysis demonstrates that DOMNGUEZ A. 2013, COMPUT EDUC was the most pertinent article with 902 citations, Dichev C. was the most pertinent author, and this article also demonstrates that online learning, systematic literature review, education innovation, computer science, and game-like experiences were the most popular topics in this field. This research aims to provide researchers and academics with a comprehensive understanding of the subject at hand and demonstrate how concentrating on themes has led to productive lines of further research and investigation.
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关键词
Gaming Elements,Bibliometric Analysis,Scopus,Gamification,E-learning,Technology
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