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.

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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
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article

A scientiometric review about educational gamification: methodology, support, character and types of game used in gamified proposals

Joel Manuel Prieto Andreu, Higinio González‐García
Escuela Abierta
Educational Games and Gamification
article

A scientiometric review about educational gamification: methodology, support, character and types of game used in gamified proposals

Joel Manuel Prieto Andreu, Higinio González‐García
article en

Abstract

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.

Escuela AbiertaVol. 28
Universidad Internacional De La Rioja (ES)
Openalex Percentile: Top 98%
Educational Games and Gamification
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