Topic Evolution in the Research on Educational Gamification
Abstract
:1. Introduction
- RQ1.
- How did the yearly number of publications on educational gamification change over the analyzed period?
- RQ2.
- What were the keywords most frequently used throughout the analyzed period?
- RQ3.
- How did the set of the most frequently used keywords change over the subsequent years of the analyzed period?
- RQ4.
- Which pairs of keywords were most often used together?
- RQ5.
- How did the popularity of respective keywords change over the subsequent years of the analyzed period?
- RQ6.
- What have been the keywords that have become popular most recently and the keywords that lost their popularity in recent years?
2. Materials and Methods
3. Results and Discussion
3.1. The Evolution of the Yearly Number of Publications
3.2. The Overview of Educational Gamification Research Topics
- Keywords denoting the purpose of applying gamification (keywords such as “motivation”, “engagement”, “learning”, “teaching”, or “training”);
- Keywords denoting the means, using which type of gamification is being applied (keywords such as “game”, “serious games”, “game-based learning”, or “educational games”);
- Keywords denoting the specific area or the subject of applying the gamification (keywords such as “higher education”, “e-learning”, “blended learning”, “mobile learning”, “MOOC”, “course”, “university”, “children”, or “engineering education”);
- Keywords denoting the technological aspect of applying gamification (from general keywords such as ”technology” and ”educational technology”, across keywords indicating the kind of used technology, such as “augmented reality” or “virtual reality” to the names of specific solutions, the only visible example of which is “Kahoot!”);
- Keywords denoting the character of the contribution of particular research (keywords such as “design”, “model”, “development”, “evaluation”, “case study”, “analysis”, or “review”).
- Verifying the effectiveness of gamification in education, with regard to known purposes of applying gamification, as well as finding new purposes of applying it;
- Proposing and analyzing the means using which gamification can be applied in educational domain;
- Identifying the specifics of applying gamification to specific educational areas or subjects;
- Adapting or developing new technologies supporting educational gamification;
- Designing, developing, and validating new models of educational gamification, as well as reporting case studies and analyzing prior research results relevant to educational gamification.
3.3. The Most Frequently Used Keywords
3.4. Keyword Co-Occurrence
- The links between “design” and “evaluation” as well as “development” and “evaluation” suggests that proposed designs and developed solutions were often evaluated;
- The link between "Kahoot!” and “use” suggests that the papers on Kahoot! most often merely reported its use;
- The link between “augmented reality” and “mobile learning” suggests that the former technology was often applied to the latter form of learning;
- The link between “training” and “virtual reality” suggests that the latter technology was often used for training (rather than, e.g., primary education).
3.5. The Change in Keyword Usage
- Consistent fast growth in popularity (“higher education”);
- Consistent growth in popularity, with minor fluctuations (“game-based learning”, “game”, “virtual reality”, “course”, “evaluation”, “training”, “active learning”, “educational technology”, “effects”);
- Passed peak of popularity (“learning”, “motivation”, “teaching”, “engagement”, “use”, “educational games”, “case study”, “MOOC”, “application”, “mobile learning”);
- Rebound of popularity (“e-learning”, “design”, “development”);
- High plateau of popularity (“serious games”, “augmented reality”).
3.6. The Fresh and Abandoned Keywords
4. Conclusions and Implications for Future Work
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Year | 1st Most Frequent | 2nd Most Frequent | 3rd Most Frequent | 4th Most Frequent | 5th Most Frequent |
---|---|---|---|---|---|
2012 | e-learning, game-based learning, motivation (3 each) | educational games, serious games (2 each) | |||
2013 | e-learning (13) | motivation, learning, game-based learning (12 each) | serious games (11) | ||
2014 | motivation (19) | game, game-based learning (14 each) | educational games, serious games (12 each) | ||
2015 | serious games (35) | game (28) | e-learning (24) | motivation (22) | higher education (21) |
2016 | game-based learning (42) | serious games (41) | e-learning (34) | game (32) | motivation (30) |
2017 | learning (56) | higher education, motivation (43 each) | game-based learning (39) | serious games (34) | |
2018 | motivation (73) | higher education (57) | game-based learning (46) | game (43) | serious games (42) |
2019 | higher education (61) | game-based learning (60) | motivation (57) | game (51) | serious games (50) |
2020 | higher education (69) | game-based learning (56) | game (48) | motivation (46) | teaching (42) |
2021 | higher education (91) | game-based learning (70) | serious games (50) | game (49) | motivation (48) |
Keyword | Uses in 2019 | Uses in 2020 | Uses in 2021 | Uses in 2019–2021 |
---|---|---|---|---|
COVID-19 | 0 | 18 | 34 | 52 |
immersive virtual reality | 1 | 3 | 5 | 9 |
meta-analysis | 1 | 5 | 3 | 9 |
board games | 2 | 4 | 2 | 8 |
nutrition | 3 | 1 | 3 | 7 |
online gamified learning | 1 | 3 | 3 | 7 |
student behavior | 4 | 0 | 3 | 7 |
Keyword | Uses in 2012–2018 |
---|---|
persuasive technology | 9 |
pervasive games | 9 |
games and learning | 8 |
social networking | 8 |
virtual learning | 7 |
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Swacha, J. Topic Evolution in the Research on Educational Gamification. Educ. Sci. 2022, 12, 640. https://doi.org/10.3390/educsci12100640
Swacha J. Topic Evolution in the Research on Educational Gamification. Education Sciences. 2022; 12(10):640. https://doi.org/10.3390/educsci12100640
Chicago/Turabian StyleSwacha, Jakub. 2022. "Topic Evolution in the Research on Educational Gamification" Education Sciences 12, no. 10: 640. https://doi.org/10.3390/educsci12100640
APA StyleSwacha, J. (2022). Topic Evolution in the Research on Educational Gamification. Education Sciences, 12(10), 640. https://doi.org/10.3390/educsci12100640