Gamification as an Innovation in Enhancing Language Skills in the Digital Era

This study explores trends in the gamification of language learning by analyzing 33 publications indexed in Scopus (2016–2024) using bibliometric methods. The results reveal a significant increase in publications, peaking in 2023, reflecting a growing academic interest. Gamification, through elements like rewards and leaderboards, broost student motivation and engagement, enhanced by virtual reality (VR) and augmented reality (AR) technologies. However, challenges such as long-term impact and technological limitations, especially in developing countries, remain. The study calls for further research on gamification’s long-term effects and greater educational policy support to ensure broader access, particularly in areas with limited technology.

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Publication Details

Journal
KnE Social Sciences
Published
2025-06-20
DOI
https://doi.org/10.18502/kss.v10i12.18857
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamification as an Innovation in Enhancing Language Skills in the Digital Era

Dadang Sunendar, Isah Cahyani, Savira Mirda Anggraeni
KnE Social Sciences
Educational Games and Gamification
article

Gamification as an Innovation in Enhancing Language Skills in the Digital Era

Dadang Sunendar, Isah Cahyani, Savira Mirda Anggraeni
article en

Abstract

This study explores trends in the gamification of language learning by analyzing 33 publications indexed in Scopus (2016–2024) using bibliometric methods. The results reveal a significant increase in publications, peaking in 2023, reflecting a growing academic interest. Gamification, through elements like rewards and leaderboards, broost student motivation and engagement, enhanced by virtual reality (VR) and augmented reality (AR) technologies. However, challenges such as long-term impact and technological limitations, especially in developing countries, remain. The study calls for further research on gamification’s long-term effects and greater educational policy support to ensure broader access, particularly in areas with limited technology.

KnE Social SciencesVol. 10(12)
Indonesia University of Education (ID)
Openalex Percentile: Top 85%
Educational Games and Gamification
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