Abstract
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in HEIs based on a science mapping technique using bibliometric analysis. Method: A total of 1251 journal publications were retrieved from the Web of Science (WoS) and analysed using bibliometric analysis. Two analyses were applied: bibliographic coupling and co-word analysis to discover the knowledge structure of the subject within current research streams and future gamification trends. Results: The themes discovered relate to student engagement and motivation predictors toward gamification. Implications toward practice and pedagogical approach were discussed toward student-instructor implementation. Conclusions: Implications include the design and development of the gamification approach and the pedagogical strategies during the pre-game, game and post-game stages to achieve the best gamification experience. Furthermore, the gamification approach should be viewed and developed by policymakers and stakeholders to create an atmosphere that can cater to gamification in HEIs educational curriculum development.
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Fauzi, M. A., Saad, Z. A., Aripin, M. A., & Sapuan, N. M. (2025, June 1). Let’s Play and Learn: A State-of-the-Art Review on Gamification-Based Learning With a Bibliometric Analysis in the Higher Education Institutions. Journal of Computer Assisted Learning. John Wiley and Sons Inc. https://doi.org/10.1111/jcal.70029
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