Trends in Gamification Based Pedagogy Innovation using Bibliometrics Analysis

Gamification is a new breakthrough in education. The main context of gamification is to incorporate game elements in a non-game environment to enhance the user experience. The demands of Industry 4.0 require innovation in all sectors, including education. Gamification can be used as an innovation in learning (pedagogics) in answering these challenges. In this era, the task of a teacher is as a facilitator, so every teacher is expected to make a teaching innovation to attract students. This research aims to map the research trend on gamification in the learning process (pedagogics) by using bibliometric analysis. The data obtained came from the Scopus database as many as 1,680 articles from 2018-2023 which were then analyzed. The results of this study show that this research topic is interesting to study as evidenced by the annual increase in the number of publications. The author with the greatest contribution in this field is Hamari J. with the highest number of publications and citations. Visualization of research trends because of this research shows potential research in the future.

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Publication Details

Journal
International Journal of Research and Innovation in Social Science
Published
2025-01-01
DOI
https://doi.org/10.47772/ijriss.2025.903sedu0156
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

Trends in Gamification Based Pedagogy Innovation using Bibliometrics Analysis

Bambang Widjajanta, Ni Putu Nurwita Pratami Wijaya, A. Sobandi, Tika Annisa Lestari Koeswandi
International Journal of Research and Innovation in Social Science
Technology-Enhanced Education Studies
article

Trends in Gamification Based Pedagogy Innovation using Bibliometrics Analysis

Bambang Widjajanta, Ni Putu Nurwita Pratami Wijaya, A. Sobandi, Tika Annisa Lestari Koeswandi
article en

Abstract

Gamification is a new breakthrough in education. The main context of gamification is to incorporate game elements in a non-game environment to enhance the user experience. The demands of Industry 4.0 require innovation in all sectors, including education. Gamification can be used as an innovation in learning (pedagogics) in answering these challenges. In this era, the task of a teacher is as a facilitator, so every teacher is expected to make a teaching innovation to attract students. This research aims to map the research trend on gamification in the learning process (pedagogics) by using bibliometric analysis. The data obtained came from the Scopus database as many as 1,680 articles from 2018-2023 which were then analyzed. The results of this study show that this research topic is interesting to study as evidenced by the annual increase in the number of publications. The author with the greatest contribution in this field is Hamari J. with the highest number of publications and citations. Visualization of research trends because of this research shows potential research in the future.

International Journal of Research and Innovation in Social ScienceVol. IX(IIIS)
Openalex Percentile: Top 93%
Technology-Enhanced Education Studies
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Trends in Gamification Based Pedagogy Innovation using Bibliometrics Analysis — Bambang Widjajanta, Ni Putu Nurwita Pratami Wijaya, et al. · International Journal of Research and Innovation in Social Science (2025) | TGRS Research Map | TGRS