Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research

Rapid technological developments have made digital games an innovative and effective tool in improving the quality of learning, especially for students around the world. Although the use of digital games in higher education is increasing, in-depth research on this topic is still limited. Therefore, this study aims to analyze the use of digital games in the context of higher education and to fill the existing knowledge gap. The method used is bibliometric analysis, data sourced from the Scopus.com database, which is then analyzed using Zotero and VOSviewer software. Bibliometric analysis is used to identify trends, assess quality, and track developments. Data searches on the Scopus.com database produced 146 documents, 118 of which were selected based on predetermined criteria. The results of the analysis show that after 2015, there has been a significant increase in publications on digital games in the context of higher education, most of which were written by researchers from the United States, with 57 papers contributing 58.6% of citations. The journals "Internet and Higher Education" and "Computers in Human Behavior" emerged as the main sources with the highest number of citations, indicating high quality and scientific impact. Keyword analysis revealed that topics such as game-based learning, collaboration, and digital literacy are emerging research trends. The conclusions of this study underscore the significant potential of digital games as effective pedagogical tools and provide a foundation for further research in this area.

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Publication Details

Journal
Indonesian Journal Of Educational Research and Review
Published
2025-04-25
DOI
https://doi.org/10.23887/ijerr.v8i1.84455
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research

I Wayan Distrik, Rohmani, Herpratiwi, Dina Maulina
Indonesian Journal Of Educational Research and Review
Educational Games and Gamification
article

Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research

I Wayan Distrik, Rohmani, Herpratiwi, Dina Maulina
article en

Abstract

Rapid technological developments have made digital games an innovative and effective tool in improving the quality of learning, especially for students around the world. Although the use of digital games in higher education is increasing, in-depth research on this topic is still limited. Therefore, this study aims to analyze the use of digital games in the context of higher education and to fill the existing knowledge gap. The method used is bibliometric analysis, data sourced from the Scopus.com database, which is then analyzed using Zotero and VOSviewer software. Bibliometric analysis is used to identify trends, assess quality, and track developments. Data searches on the Scopus.com database produced 146 documents, 118 of which were selected based on predetermined criteria. The results of the analysis show that after 2015, there has been a significant increase in publications on digital games in the context of higher education, most of which were written by researchers from the United States, with 57 papers contributing 58.6% of citations. The journals "Internet and Higher Education" and "Computers in Human Behavior" emerged as the main sources with the highest number of citations, indicating high quality and scientific impact. Keyword analysis revealed that topics such as game-based learning, collaboration, and digital literacy are emerging research trends. The conclusions of this study underscore the significant potential of digital games as effective pedagogical tools and provide a foundation for further research in this area.

Indonesian Journal Of Educational Research and ReviewVol. 8(1)
Lampung University (ID), Universitas Bandar Lampung (ID)
Openalex Percentile: Top 78%
Educational Games and Gamification
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Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research — I Wayan Distrik, Rohmani, et al. · Indonesian Journal Of Educational Research and Review (2025) | TGRS Research Map | TGRS