Gamification as a resource in education. A bibliometric analysis in times of pandemic

Descripción del Articulo

The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science databases between the months of January 2020 and March 2022. We worked with a universe consisting of 754 documents from the database Web of Science and 1443 from Scopus. The res...

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Detalles Bibliográficos
Autores: Collantes Inga, Zoila Mercedes, Arias-Chávez, Dennis, Luy-Montejo, Carlos Augusto, Uribe-Hernández, Yrene Cecilia
Formato: artículo
Fecha de Publicación:2022
Institución:Universidad Tecnológica del Perú
Repositorio:UTP-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.utp.edu.pe:20.500.12867/6179
Enlace del recurso:https://hdl.handle.net/20.500.12867/6179
https://doi.org/10.47750/pnr.2022.13.S03.043
Nivel de acceso:acceso abierto
Materia:Gamification
Bibliometrics
Scientific production
Educational games
https://purl.org/pe-repo/ocde/ford#5.03.01
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dc.title.es_PE.fl_str_mv Gamification as a resource in education. A bibliometric analysis in times of pandemic
title Gamification as a resource in education. A bibliometric analysis in times of pandemic
spellingShingle Gamification as a resource in education. A bibliometric analysis in times of pandemic
Collantes Inga, Zoila Mercedes
Gamification
Bibliometrics
Scientific production
Educational games
https://purl.org/pe-repo/ocde/ford#5.03.01
title_short Gamification as a resource in education. A bibliometric analysis in times of pandemic
title_full Gamification as a resource in education. A bibliometric analysis in times of pandemic
title_fullStr Gamification as a resource in education. A bibliometric analysis in times of pandemic
title_full_unstemmed Gamification as a resource in education. A bibliometric analysis in times of pandemic
title_sort Gamification as a resource in education. A bibliometric analysis in times of pandemic
author Collantes Inga, Zoila Mercedes
author_facet Collantes Inga, Zoila Mercedes
Arias-Chávez, Dennis
Luy-Montejo, Carlos Augusto
Uribe-Hernández, Yrene Cecilia
author_role author
author2 Arias-Chávez, Dennis
Luy-Montejo, Carlos Augusto
Uribe-Hernández, Yrene Cecilia
author2_role author
author
author
dc.contributor.author.fl_str_mv Collantes Inga, Zoila Mercedes
Arias-Chávez, Dennis
Luy-Montejo, Carlos Augusto
Uribe-Hernández, Yrene Cecilia
dc.subject.es_PE.fl_str_mv Gamification
Bibliometrics
Scientific production
Educational games
topic Gamification
Bibliometrics
Scientific production
Educational games
https://purl.org/pe-repo/ocde/ford#5.03.01
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.03.01
description The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science databases between the months of January 2020 and March 2022. We worked with a universe consisting of 754 documents from the database Web of Science and 1443 from Scopus. The results indicate that, in terms of the number of authors, Scopus has 1,336 and Web of Science, 2,223. The rate of collaboration between authors is slightly higher in Web of Science (3.18) compared to 3.05 in Scopus.Regarding the author with the highest production on the subject, Juho Hamari stood out, while the Lecture notes in computer science magazines in Scopus and the Sustainability magazine in WoS stood out as the media with the highest production of articles on gamification; On the other hand, Spain was the main country producing scientific evidence, and the type of scientific production that stood out was the original articles. The growth of scientific production on gamification is corroborated and further growth is forecast for the coming years.
publishDate 2022
dc.date.accessioned.none.fl_str_mv 2022-11-08T22:30:44Z
dc.date.available.none.fl_str_mv 2022-11-08T22:30:44Z
dc.date.issued.fl_str_mv 2022
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dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12867/6179
dc.identifier.journal.es_PE.fl_str_mv Journal of Pharmaceutical Negative Results
dc.identifier.doi.none.fl_str_mv https://doi.org/10.47750/pnr.2022.13.S03.043
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Journal of Pharmaceutical Negative Results
url https://hdl.handle.net/20.500.12867/6179
https://doi.org/10.47750/pnr.2022.13.S03.043
dc.language.iso.es_PE.fl_str_mv eng
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dc.relation.ispartofseries.none.fl_str_mv Journal of Pharmaceutical Negative Results;vol. 13, n° especial 3, pp. 268-276
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spelling Collantes Inga, Zoila MercedesArias-Chávez, DennisLuy-Montejo, Carlos AugustoUribe-Hernández, Yrene Cecilia2022-11-08T22:30:44Z2022-11-08T22:30:44Z20222229-7723https://hdl.handle.net/20.500.12867/6179Journal of Pharmaceutical Negative Resultshttps://doi.org/10.47750/pnr.2022.13.S03.043The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science databases between the months of January 2020 and March 2022. We worked with a universe consisting of 754 documents from the database Web of Science and 1443 from Scopus. The results indicate that, in terms of the number of authors, Scopus has 1,336 and Web of Science, 2,223. The rate of collaboration between authors is slightly higher in Web of Science (3.18) compared to 3.05 in Scopus.Regarding the author with the highest production on the subject, Juho Hamari stood out, while the Lecture notes in computer science magazines in Scopus and the Sustainability magazine in WoS stood out as the media with the highest production of articles on gamification; On the other hand, Spain was the main country producing scientific evidence, and the type of scientific production that stood out was the original articles. The growth of scientific production on gamification is corroborated and further growth is forecast for the coming years.Campus San Juan de Luriganchoapplication/pdfengWolters Kluwer Medknow PublicationsINJournal of Pharmaceutical Negative Results;vol. 13, n° especial 3, pp. 268-276info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-sa/4.0/Repositorio Institucional - UTPUniversidad Tecnológica del Perúreponame:UTP-Institucionalinstname:Universidad Tecnológica del Perúinstacron:UTPGamificationBibliometricsScientific productionEducational gameshttps://purl.org/pe-repo/ocde/ford#5.03.01Gamification as a resource in education. 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