Análisis bibliométrico sobre gamificación en la educación universitaria
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Abstract
Este estudio bibliométrico, basado en 400 artículos, revela un creciente interés en la gamificación como herramienta pedagógica en la educación superior. Utilizando VOSviewer, se identificó un aumento significativo en las publicaciones y se estableció que la investigación educativa es el área dominante. Los resultados muestran una robusta red de colaboración internacional, aunque con una predominancia del inglés. A pesar de los avances, se identificaron limitaciones en la investigación cualitativa y en la diversidad lingüística. Se proponen futuras investigaciones para explorar a fondo el impacto de la gamificación en el aprendizaje y para fomentar una mayor diversidad en la producción académica.
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This bibliometric study, based on 400 articles, reveals a growing interest in gamification as a pedagogical tool in higher education. Using VOSviewer, a significant increase in publications was identified and educational research was established as the dominant area. The results show a robust network of international collaboration, although with a predominance of English. Despite the advances, limitations were identified in qualitative research and linguistic diversity. Future research is proposed to explore in depth the impact of gamification on learning and to promote greater diversity in academic production.
This bibliometric study, based on 400 articles, reveals a growing interest in gamification as a pedagogical tool in higher education. Using VOSviewer, a significant increase in publications was identified and educational research was established as the dominant area. The results show a robust network of international collaboration, although with a predominance of English. Despite the advances, limitations were identified in qualitative research and linguistic diversity. Future research is proposed to explore in depth the impact of gamification on learning and to promote greater diversity in academic production.







