Bibliometric Analysis of Game-Based Learning Trends in Science Subjects in Elementary Schools

Quality education is greatly influenced by the use of technology, especially in learning in the digital era. This study aims to analyze publication trends related to game-based learning in IPAS subjects in primary schools. The method used is qualitative with a bibliometric approach, where data is collected from publications indexed on Google Scholar using Publish or Perish and VOSviewer software. The research object included 100 documents published between 2023 and 2025. Data analysis techniques included keyword mapping, number of publications, and citation analysis. The results showed an increase in the frequency of publications on game-based learning, with Tuanku Tambusai University of Heroes as the top institution. The main keywords that emerged included 'learning,' 'game-based,' and 'learning media,' reflecting the focus on the interaction between games and the learning process. In conclusion, game-based learning has the potential to increase student motivation and engagement

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Publication Details

Journal
Indo-MathEdu Intellectuals Journal
Published
2025-05-19
DOI
https://doi.org/10.54373/imeij.v6i3.3058
Primary Topic
Educational Research and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
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article

Bibliometric Analysis of Game-Based Learning Trends in Science Subjects in Elementary Schools

Rahmah Evita Putri, Chairul Amriyah, Yuli Yanti
1 links
Indo-MathEdu Intellectuals Journal
Educational Research and Pedagogy
article

Bibliometric Analysis of Game-Based Learning Trends in Science Subjects in Elementary Schools

Rahmah Evita Putri, Chairul Amriyah, Yuli Yanti
article en

Abstract

Quality education is greatly influenced by the use of technology, especially in learning in the digital era. This study aims to analyze publication trends related to game-based learning in IPAS subjects in primary schools. The method used is qualitative with a bibliometric approach, where data is collected from publications indexed on Google Scholar using Publish or Perish and VOSviewer software. The research object included 100 documents published between 2023 and 2025. Data analysis techniques included keyword mapping, number of publications, and citation analysis. The results showed an increase in the frequency of publications on game-based learning, with Tuanku Tambusai University of Heroes as the top institution. The main keywords that emerged included 'learning,' 'game-based,' and 'learning media,' reflecting the focus on the interaction between games and the learning process. In conclusion, game-based learning has the potential to increase student motivation and engagement

Indo-MathEdu Intellectuals JournalVol. 6(3)
Universitas Islam Negeri Raden Intan Lampung (ID)
Openalex Percentile: Top 89%
Educational Research and Pedagogy
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