TY - JOUR
T1 - Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda
AU - Behl, Abhishek
AU - Jayawardena, Nirma
AU - Pereira, Vijay
AU - Islam, Nazrul
AU - Giudice, Manlio Del
AU - Choudrie, Jyoti
N1 - © 2021 Published by Elsevier Inc. This is the accepted manuscript version of an article which has been published in final form at https://doi.org/10.1016/j.techfore.2021.121445
PY - 2022/3/1
Y1 - 2022/3/1
N2 - Over the last few years, gamification has sparked significant interest in both industry and academia. However, the focus of the debate has been mostly on game studies and human-computer interaction (HCI). Even though games are increasingly being supplied as services to customers, few academic works have linked game studies to the service or marketing literature (Dikcius and Urbonavicius, 2020; Dukembay and Zhaksylyk, 2019). This paper presents an examination of the emerging trends of gamification and e-learning for young learners. The first section presents a text-based cluster bibliometric analysis based on 222 qualified articles published between 2015 and 2020. We conducted this analysis to identify the most prominent themes in the literature through cluster identification via the VOS viewer software. As the themes were found to be interlinked, the second section presents a systematic literature review based on a bibliometric analysis performed using the PRISMA method on 32 qualified articles. The findings highlighted the four major future research themes of personalization, game elements, learner styles, and learner engagement. Finally, we provide a future research agenda based on the theory, characteristics, context, and methodology (TCCM) framework. Our findings offer key insights aimed at enabling actors in education policy making and gamification-based software companies and agencies to identify the gamification techniques best suited for e-learning.
AB - Over the last few years, gamification has sparked significant interest in both industry and academia. However, the focus of the debate has been mostly on game studies and human-computer interaction (HCI). Even though games are increasingly being supplied as services to customers, few academic works have linked game studies to the service or marketing literature (Dikcius and Urbonavicius, 2020; Dukembay and Zhaksylyk, 2019). This paper presents an examination of the emerging trends of gamification and e-learning for young learners. The first section presents a text-based cluster bibliometric analysis based on 222 qualified articles published between 2015 and 2020. We conducted this analysis to identify the most prominent themes in the literature through cluster identification via the VOS viewer software. As the themes were found to be interlinked, the second section presents a systematic literature review based on a bibliometric analysis performed using the PRISMA method on 32 qualified articles. The findings highlighted the four major future research themes of personalization, game elements, learner styles, and learner engagement. Finally, we provide a future research agenda based on the theory, characteristics, context, and methodology (TCCM) framework. Our findings offer key insights aimed at enabling actors in education policy making and gamification-based software companies and agencies to identify the gamification techniques best suited for e-learning.
KW - Bibliometric analysis
KW - E-learning
KW - Future research agenda
KW - Gamification
KW - Systematic review
KW - Young learners
UR - http://www.scopus.com/inward/record.url?scp=85121964427&partnerID=8YFLogxK
U2 - 10.1016/j.techfore.2021.121445
DO - 10.1016/j.techfore.2021.121445
M3 - Article
SN - 0040-1625
VL - 176
JO - Technological Forecasting and Social Change
JF - Technological Forecasting and Social Change
M1 - 121445
ER -