Gamification of Enterprise Resource Planning in Education: A Bibliometric Analysis

Game-based learning has become the latest trend because it can do learning through fun games. However, in its development, there are several research gaps. The bibliometric analysis of ERP gamification is carried out in this paper. This research utilizes 209 references from the Scopus database covering the years 2006-2022; however, only 175 of those articles are appropriate for an in-depth analysis. The results show that the trend of ERP gamification development continues to increase until its peak in 2014, and until 2022, the number fluctuates. One author has contributed to most of the publications on ERP gamification. However, in the top 10 citation counts, almost all articles have more than three authors. At the same time, the countries with the most author contributions are the United States, China, and Germany. Most of these articles were published in Lecture Notes in Computer Science, Communications in Computer and Information Science, Lecture Notes in Business Information Processing, and Procedia Computer Science. In comparison, the most cited authors are Wareham et al. (387 citations), Badcock et al. (246 citations), and Leger et al. (62 citations). Then, the most mentioned keywords were Enterprise Resource Planning (144 words), ERP (39 words), Students (36 words), and Gamification (29 words).

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Published
2024-11-04
DOI
https://doi.org/10.1109/iceccme62383.2024.10796202
Primary Topic
Technology-Enhanced Education Studies
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article
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Gamification of Enterprise Resource Planning in Education: A Bibliometric Analysis

Hera Khairunnisa, Ayatulloh Michael Musyaffi, Putri Haryani, Ellis Snnisa et al.
Technology-Enhanced Education Studies
article

Gamification of Enterprise Resource Planning in Education: A Bibliometric Analysis

Hera Khairunnisa, Ayatulloh Michael Musyaffi, Putri Haryani, Ellis Snnisa, Rochma Sudiati, Hilmun Azzahra
article en

Abstract

Game-based learning has become the latest trend because it can do learning through fun games. However, in its development, there are several research gaps. The bibliometric analysis of ERP gamification is carried out in this paper. This research utilizes 209 references from the Scopus database covering the years 2006-2022; however, only 175 of those articles are appropriate for an in-depth analysis. The results show that the trend of ERP gamification development continues to increase until its peak in 2014, and until 2022, the number fluctuates. One author has contributed to most of the publications on ERP gamification. However, in the top 10 citation counts, almost all articles have more than three authors. At the same time, the countries with the most author contributions are the United States, China, and Germany. Most of these articles were published in Lecture Notes in Computer Science, Communications in Computer and Information Science, Lecture Notes in Business Information Processing, and Procedia Computer Science. In comparison, the most cited authors are Wareham et al. (387 citations), Badcock et al. (246 citations), and Leger et al. (62 citations). Then, the most mentioned keywords were Enterprise Resource Planning (144 words), ERP (39 words), Students (36 words), and Gamification (29 words).

State University of Jakarta (ID)
Decent work and economic growth
Openalex Percentile: Top 67%
Technology-Enhanced Education Studies
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Gamification of Enterprise Resource Planning in Education: A Bibliometric Analysis — Hera Khairunnisa, Ayatulloh Michael Musyaffi, et al. · (2024) | TGRS Research Map | TGRS