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Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. / Behl, Abhishek; Jayawardena, Nirma; Pereira, Vijay; Islam, Nazrul; Giudice, Manlio Del; Choudrie, Jyoti.

In: Technological Forecasting and Social Change, Vol. 176, 121445, 01.03.2022.

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@article{5d3b6588119145d6b458850bda593e27,
title = "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda",
abstract = "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.",
author = "Abhishek Behl and Nirma Jayawardena and Vijay Pereira and Nazrul Islam and Giudice, {Manlio Del} and Jyoti Choudrie",
note = "{\textcopyright} 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",
year = "2022",
month = mar,
day = "1",
doi = "10.1016/j.techfore.2021.121445",
language = "English",
volume = "176",
journal = "Technological Forecasting and Social Change",
issn = "0040-1625",
publisher = "Elsevier Inc.",

}

RIS

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.

U2 - 10.1016/j.techfore.2021.121445

DO - 10.1016/j.techfore.2021.121445

M3 - Article

VL - 176

JO - Technological Forecasting and Social Change

JF - Technological Forecasting and Social Change

SN - 0040-1625

M1 - 121445

ER -