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 |
| 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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| Items | – Name: Title Label: Title Group: Ti Data: Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au 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>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Contemporary+Educational+Technology%22"><i>Contemporary Educational Technology</i></searchLink>. 2026 18(1):632. – Name: Avail Label: Availability Group: Avail 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 20 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Information Analyses – Name: Subject Label: Descriptors Group: Su 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> – Name: ISSN Label: ISSN Group: ISSN Data: 1309-517X – Name: Abstract Label: Abstract Group: Ab 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1499521 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 20 StartPage: 632 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Educational Research Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Skill Development Type: general – SubjectFull: Educational Trends Type: general Titles: – TitleFull: Game On: A Bibliometric Analysis of Gamification and Game-Based Learning in Teacher Training and Education Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Amani Khalaf Hamdan Alghamdi – PersonEntity: Name: NameFull: Shakil Ahm – PersonEntity: Name: NameFull: Safiqur Rahaman IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 1309-517X Numbering: – Type: volume Value: 18 – Type: issue Value: 1 Titles: – TitleFull: Contemporary Educational Technology Type: main |
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