Back to Search Start Over

Two decades of game concepts in digital learning environments - A bibliometric study and research agenda

Authors :
Schoebel, Sofia
Abdelgalil, Mohammed Saqr
Janson, Andreas
Schoebel, Sofia
Abdelgalil, Mohammed Saqr
Janson, Andreas
Publication Year :
2021

Abstract

In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate and engage users in regular system use and, in the end, support learners in achieving better learning outcomes. In this context, different kinds of game concepts exist, such as gamification or serious games, each with a different perspective and usefulness in digital learning environments. Because developing and using with game concepts in digital learning environments has recently become more important, and developing them is still not fully established, questions arise about future research directions involving games in digital learning. Therefore, this study aims to identify the state of the field and determine what is relevant when using game concepts in digital learning. To achieve this goal, we present the results of a bibliometric analysis considering more than 10,000 articles between 2000 and 2019 and summarize them to develop a research agenda. This agenda supports researchers and practitioners in identifying avenues for future research. We contribute to theory by providing a detailed understanding of the relevance of game concepts in digital learning. We propose a research agenda to assist researchers in planning future approaches with and about gamification concepts in digital learning. Practical implications are proposed by demonstrating what should be considered when using game concepts in learning environments.<br />QC 20210831

Details

Database :
OAIster
Notes :
English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1280632103
Document Type :
Electronic Resource
Full Text :
https://doi.org/10.1016.j.compedu.2021.104296