Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education

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Title: Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education
Language: English
Authors: Amani Khalaf Hamdan Alghamdi (ORCID 0000-0002-8500-0266), Shakil Ahm (ORCID 0000-0001-5511-0598), Safiqur Rahaman (ORCID 0000-0003-1367-2618)
Source: Contemporary Educational Technology. 2026 18(1):632.
Availability: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net
Peer Reviewed: Y
Page Count: 20
Publication Date: 2026
Document Type: Journal Articles
Information Analyses
Descriptors: Gamification, Game Based Learning, Educational Research, Learner Engagement, Student Motivation, Skill Development, Educational Trends
ISSN: 1309-517X
Abstract: A comprehensive bibliometric analysis was used to discern the impact and trends of gamification and game-based learning (GBL) in teacher training and education. Examining scholarly output from 2005 to 2024 (610 papers, 1,821 authors, and 4,461 citations) revealed key trends, prolific authors, influential publications and venues, and emerging research areas. The study assessed the growth of publications, frequency of keywords, and geographical distribution of research. Results reveal significant growth in gamification and GBL research with a notable increase in 2024, marked by 68 publications (a 3,300% increase from 2005), and a focus on gamification, GBL, motivation, and engagement as keywords. Most research originated from Spain, the USA, and Italy. Four universities generated most (40%) of the scholarship. Two authors stand out with 82 citations each and a remarkable average of 20.50 citations per publication. Francesca Pozzi was the most prolific author with five publications. "Education Sciences" was the most relevant journal with 21 papers. Integrating gamification and GBL into educational practices, supported by appropriate resources and teacher training, enhances learner outcomes and improves student motivation, engagement, and academic performance. However, challenges and barriers exist, especially inadequate teacher training, change resistance, and unclear distinctions between gamification and GBL. The research landscape to date inspires future research about factors conducive to effective and sustained impact of teacher preparation for gamified learning environments.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1499521
Database: ERIC
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  Data: Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education
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  Data: <searchLink fieldCode="AR" term="%22Amani+Khalaf+Hamdan+Alghamdi%22">Amani Khalaf Hamdan Alghamdi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8500-0266">0000-0002-8500-0266</externalLink>)<br /><searchLink fieldCode="AR" term="%22Shakil+Ahm%22">Shakil Ahm</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5511-0598">0000-0001-5511-0598</externalLink>)<br /><searchLink fieldCode="AR" term="%22Safiqur+Rahaman%22">Safiqur Rahaman</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-1367-2618">0000-0003-1367-2618</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Contemporary+Educational+Technology%22"><i>Contemporary Educational Technology</i></searchLink>. 2026 18(1):632.
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  Data: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net
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  Data: 20
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  Data: Journal Articles<br />Information Analyses
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  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Research%22">Educational Research</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Skill+Development%22">Skill Development</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Trends%22">Educational Trends</searchLink>
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  Data: 1309-517X
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  Data: A comprehensive bibliometric analysis was used to discern the impact and trends of gamification and game-based learning (GBL) in teacher training and education. Examining scholarly output from 2005 to 2024 (610 papers, 1,821 authors, and 4,461 citations) revealed key trends, prolific authors, influential publications and venues, and emerging research areas. The study assessed the growth of publications, frequency of keywords, and geographical distribution of research. Results reveal significant growth in gamification and GBL research with a notable increase in 2024, marked by 68 publications (a 3,300% increase from 2005), and a focus on gamification, GBL, motivation, and engagement as keywords. Most research originated from Spain, the USA, and Italy. Four universities generated most (40%) of the scholarship. Two authors stand out with 82 citations each and a remarkable average of 20.50 citations per publication. Francesca Pozzi was the most prolific author with five publications. "Education Sciences" was the most relevant journal with 21 papers. Integrating gamification and GBL into educational practices, supported by appropriate resources and teacher training, enhances learner outcomes and improves student motivation, engagement, and academic performance. However, challenges and barriers exist, especially inadequate teacher training, change resistance, and unclear distinctions between gamification and GBL. The research landscape to date inspires future research about factors conducive to effective and sustained impact of teacher preparation for gamified learning environments.
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      – SubjectFull: Gamification
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      – SubjectFull: Game Based Learning
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      – SubjectFull: Educational Research
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      – SubjectFull: Learner Engagement
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      – SubjectFull: Student Motivation
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      – SubjectFull: Skill Development
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      – SubjectFull: Educational Trends
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      – TitleFull: Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education
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