A scientiometric review about educational gamification: methodology, support, character and types of game used in gamified proposals
This review analyzes the characteristics of the didactic proposals of gamification in different areas of knowledge such as health sciences, exact sciences, social sciences and humanities. Eighty-five potential studies were identified through a search in the ISI, Web of Science and SCOPUS databases. Results examined the following characteristics: population, method, support, character and type of game used in each educational discipline. It is concluded that the scientific contributions have focused on Higher Education, with gamification and videogames being the most widely used methods under a digital support between PC and mobile / Tablet. Regarding the methodology, it was cooperative-competitive or competitive character and with three types of game eminently: Platforms Virtual Teaching (PVE), active learning games and use of mechanics with points, badges and leaderboards (PBL). This work shed light on future gamification proposals as it may serve to know how to innovate.
Authors
- Joel Manuel Prieto Andreu (ORCID: https://orcid.org/0000-0002-2981-0782)
- Higinio González‐García (ORCID: https://orcid.org/0000-0002-9921-744X)
Institutions
- Universidad Internacional De La Rioja (ES)
Publication Details
- Journal
- Escuela Abierta
- Published
- 2025-02-12
- DOI
- https://doi.org/10.29257/ea28.2025.02
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00