Scientific Mapping of Gamification in Web of Science
Abstract
:1. Introduction
- To know the performance of scientific production indexed in WoS on “gamification” and “learning”.
- To concrete the scientific evolution in WoS on “gamification" and “learning”.
- To discover the most important issues in WoS about “gamification" and “learning”.
- To determine the most incidental authors in WoS about “gamification" and “learning”.
- To analyze collaboration networks.
- What is the path that gamification has had in the field of learning?
- What are the gamification trends in learning environments?
2. Materials and Methods
2.1. Research Design
2.2. Procedure and Data Analysis
- Choose the database for documentary analysis (WoS).
- Select the keywords (“gamification” and “learning”).
- Construct the search equation (“gamification” AND “learning” [TITTLE] in the categories of “Education Educational Research”, “Education Scientific Disciplines” and “Psychology Educational”).
- Perform the search action in the title, abstract and keywords metadata of the documents registered in WoS.
- Recognition: different actions took place in this process: (1) the keywords of the WoS indexed publications on the subject were analyzed (n = 3721); (2) co-occurrence node maps were designed; (3) a standardized network of co-words was created and the most significant keywords (n = 3524) were delimited; and (4) the most influential topics and terms were established with a clustering algorithm.
- Reproduction: in this process, different thematic networks and strategic diagrams were generated (respecting the principles of centrality and density) made up of four zones (Figure 2) (upper right = relevant and motor themes; upper left = rooted and isolated themes; lower left = disappearing themes or in projection; lower right = issues of low development and cross-sectional).
- Determination: the volume of documents reported has been classified in different time periods. This has allowed analyzing the evolution of the nodes in different time intervals. Specifically, three periods were established (P1 = 2011–2015; P2 = 2016–2016; P3 = 2018–2019). As a configuration criterion, these intervals were set up so that each one had a similar volume of documents. To analyze the authorship of the publications, only a single period has been configured that covers the entire time span studied (P = 2011–2019). The strength of association between the intervals has been determined by the number of keywords in common between the different established periods.
- Performance: to carry out this process, various production indicators and inclusion criteria were taken into account (Table 1).
3. Results
3.1. Collaboration Networks
3.2. Development of Thematic Analysis
4. Discussion and Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Configuration | Values |
---|---|
Analysis unit | Keywords authors, keywords WoS |
Frequency threshold | Keywords: P1 = (2), P2 = (2), P3 = (2) |
Network type | Co-occurrence |
Co-occurrence union value threshold | Keywords: P1 = (2), P2 = (2), P3 = (2) |
Normalization measure | Equivalence index |
Clustering algorithm | Maximum size: 7; Minimum size: 4 |
Evolutionary measure | Jaccard Index |
Overlapping measure | Inclusion Rate |
2011–2015 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
BEHAVIOR | 2 | 2 | 2 | 14.63 | 89.5 |
MODERATION | 2 | 2 | 2 | 14.63 | 89.5 |
GAMIFICATION | 98 | 17 | 42 | 33.5 | 18.61 |
GAMES | 9 | 4 | 6 | 8.94 | 17.56 |
LEARNING | 5 | 4 | 4 | 16.97 | 39.6 |
2016–2017 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
RESEARCH-PROJECTS | 3 | 0 | 0 | 0 | 0 |
LEARNING-SYSTEM | 5 | 2 | 3 | 4 | 3.2 |
GAMIFICATION | 200 | 14 | 22 | 18.71 | 3.77 |
COMPUTER-GAMES | 8 | 3 | 5 | 4.9 | 4.12 |
PERFORMANCE | 13 | 6 | 11 | 10.39 | 11.62 |
MOOC | 12 | 3 | 5 | 4.58 | 2.92 |
E-LEARNING | 12 | 2 | 3 | 3.46 | 1.33 |
CLASSROOM | 11 | 4 | 7 | 14.42 | 14.09 |
ENGAGEMENT | 10 | 1 | 2 | 2.45 | 0.8 |
TECHNOLOGY | 7 | 1 | 2 | 4.24 | 2.71 |
INDEX | 2 | 1 | 2 | 6.24 | 20 |
GAMES-AND-LEARNING | 6 | 2 | 3 | 4 | 2.17 |
TEACHING/LEARNING-STRATEGIES | 5 | 4 | 5 | 9.17 | 17 |
PLAY | 4 | 1 | 1 | 3.61 | 3.25 |
EXPERIENCES | 4 | 4 | 4 | 8.94 | 20 |
DESIGN | 5 | 2 | 2 | 5.83 | 6.2 |
2018–2019 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
FLIPPED-TEACHING | 3 | 0 | 0 | 0 | 0 |
SATISFACTION | 16 | 4 | 6 | 6 | 2.94 |
INTRINSIC-MOTIVATION | 16 | 5 | 10 | 8.66 | 6.62 |
IMPACT | 14 | 4 | 6 | 6.63 | 3.29 |
GAMIFICATION | 187 | 10 | 15 | 13.04 | 2.23 |
FLIPPED-CLASSROOMS | 12 | 3 | 6 | 4.9 | 3.58 |
TECHNOLOGY | 12 | 2 | 2 | 4.24 | 1.17 |
CLASSROOM | 14 | 7 | 10 | 9.54 | 8.14 |
E-LEARNING | 8 | 2 | 2 | 3.16 | 1 |
GAMES | 9 | 2 | 4 | 5.1 | 3.22 |
VIDEO-GAMES | 10 | 4 | 5 | 4.47 | 3.1 |
LEARNING | 9 | 2 | 3 | 3.16 | 1.11 |
PEDAGOGY | 5 | 1 | 1 | 1 | 0.4 |
ACTIVE-LEARNING | 6 | 2 | 3 | 4 | 1.83 |
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López-Belmonte, J.; Parra-González, M.E.; Segura-Robles, A.; Pozo-Sánchez, S. Scientific Mapping of Gamification in Web of Science. Eur. J. Investig. Health Psychol. Educ. 2020, 10, 832-847. https://doi.org/10.3390/ejihpe10030060
López-Belmonte J, Parra-González ME, Segura-Robles A, Pozo-Sánchez S. Scientific Mapping of Gamification in Web of Science. European Journal of Investigation in Health, Psychology and Education. 2020; 10(3):832-847. https://doi.org/10.3390/ejihpe10030060
Chicago/Turabian StyleLópez-Belmonte, Jesús, Mª Elena Parra-González, Adrián Segura-Robles, and Santiago Pozo-Sánchez. 2020. "Scientific Mapping of Gamification in Web of Science" European Journal of Investigation in Health, Psychology and Education 10, no. 3: 832-847. https://doi.org/10.3390/ejihpe10030060
APA StyleLópez-Belmonte, J., Parra-González, M. E., Segura-Robles, A., & Pozo-Sánchez, S. (2020). Scientific Mapping of Gamification in Web of Science. European Journal of Investigation in Health, Psychology and Education, 10(3), 832-847. https://doi.org/10.3390/ejihpe10030060