Producción científica sobre Gamificación en educación universitaria en SCiELO entre 2017-2021: un estudio bibliométrico

Authors

DOI:

https://doi.org/10.37211/2789.1216.v1.n1.10

Keywords:

Gamification, bibliometric studies, university education.

Abstract

published in SciELO from 2017 to 2021 is described. Methodology: A descriptive bibliometric research focused on production indicators was carried out. Descriptors were established to search documents and specific procedures to prevent biases in the search and analysis stages. Forty-six articles that met the criteria were analyzed.  Results: Multiple authorship is a common practice. Mexico is the country with the most journals and, together with Spain, the highest number of authors. Quantitative studies are frequent, although the growing tendency toward qualitative research is evident. The most frequent quantitative design was non-experimental. The thematic trend is towards the study of the effectiveness of gamification. Conclusion: It is necessary to encourage the study of gamification in university environments in Latin American countries since there is poor production on the subject. The author makes some recommendations for universities where software programming and games are taught.

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Published

2023-03-24 — Updated on 2023-06-19

How to Cite

Flores Abreu, M. A. (2023). Producción científica sobre Gamificación en educación universitaria en SCiELO entre 2017-2021: un estudio bibliométrico. RCA, 1(1), 96–129. https://doi.org/10.37211/2789.1216.v1.n1.10