Gamifying Education: Trends, Networks, and Insights From 2014–2024

This study provides a comprehensive bibliometric analysis of research on gamification in education from 2014 to 2024, based on 4,784 publications indexed in Scopus. Using VOSviewer and R, the analysis maps global contributions, thematic clusters, and emerging trends. Results indicate a rapid annual growth rate of 23.1% and strong international collaboration, with the United States and Spain leading in productivity and impact, alongside growing contributions from Southeast Asia and Latin America. Keyword co-occurrence reveals eight thematic clusters, with “gamification,” “engagement,” and “motivation” as core concepts, while emerging topics include AI, adaptive learning, and virtual reality. The findings show a shift from short-term motivational applications toward sustainable, technology-integrated, and learner-centered models. Despite the progress, research gaps remain regarding long-term learning outcomes, cost-effectiveness, and cultural contexts. The study contributes to theory by mapping intellectual structures in gamification research and offers practical implications for policymakers, educators, and EdTech developers seeking to enhance engagement, personalization, and innovation in education.

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Publication Details

Journal
lnternational Electronic Journal of Elementary Education
Published
2026-04-25
DOI
https://doi.org/10.26822/iejee.2026.443
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamifying Education: Trends, Networks, and Insights From 2014–2024

Nguyen Thi Phuong Giang, Le Ngoc Son, Thai Dong Tan, Nguyen Hoai Linh
lnternational Electronic Journal of Elementary Education
Educational Games and Gamification
article

Gamifying Education: Trends, Networks, and Insights From 2014–2024

Nguyen Thi Phuong Giang, Le Ngoc Son, Thai Dong Tan, Nguyen Hoai Linh
article en

Abstract

This study provides a comprehensive bibliometric analysis of research on gamification in education from 2014 to 2024, based on 4,784 publications indexed in Scopus. Using VOSviewer and R, the analysis maps global contributions, thematic clusters, and emerging trends. Results indicate a rapid annual growth rate of 23.1% and strong international collaboration, with the United States and Spain leading in productivity and impact, alongside growing contributions from Southeast Asia and Latin America. Keyword co-occurrence reveals eight thematic clusters, with “gamification,” “engagement,” and “motivation” as core concepts, while emerging topics include AI, adaptive learning, and virtual reality. The findings show a shift from short-term motivational applications toward sustainable, technology-integrated, and learner-centered models. Despite the progress, research gaps remain regarding long-term learning outcomes, cost-effectiveness, and cultural contexts. The study contributes to theory by mapping intellectual structures in gamification research and offers practical implications for policymakers, educators, and EdTech developers seeking to enhance engagement, personalization, and innovation in education.

lnternational Electronic Journal of Elementary Education
Industry, innovation and infrastructure
Openalex Percentile: Top 5%
Educational Games and Gamification
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Gamifying Education: Trends, Networks, and Insights From 2014–2024 — Nguyen Thi Phuong Giang, Le Ngoc Son, et al. · lnternational Electronic Journal of Elementary Education (2026) | TGRS Research Map | TGRS