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 da tabases 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 re...

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Detalles Bibliográficos
Autores: Arias Chavez, Dennis, Luy Montejo, Carlos Agusto, Collantes Inga Zoila Mercedes, Uribe Hernandez, Yrene
Formato: artículo
Fecha de Publicación:2023
Institución:Universidad Nacional de Cañete
Repositorio:UNDC-Institucional
Lenguaje:español
OAI Identifier:oai:repositorio.undc.edu.pe:20.500.14559/65
Enlace del recurso:https://doi.org/10.47750/pnr.2022.13.S03.043
https://hdl.handle.net/20.500.14559/65
Nivel de acceso:acceso abierto
Materia:Bibliometrics
Scientific Produccion
Gamification
Educational Games
https://purl.org/pe-repo/ocde/ford#5.03.00
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dc.title.none.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
Arias Chavez, Dennis
Bibliometrics
Scientific Produccion
Gamification
Educational Games
https://purl.org/pe-repo/ocde/ford#5.03.00
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 Arias Chavez, Dennis
author_facet Arias Chavez, Dennis
Luy Montejo, Carlos Agusto
Collantes Inga Zoila Mercedes
Uribe Hernandez, Yrene
author_role author
author2 Luy Montejo, Carlos Agusto
Collantes Inga Zoila Mercedes
Uribe Hernandez, Yrene
author2_role author
author
author
dc.contributor.author.fl_str_mv Arias Chavez, Dennis
Luy Montejo, Carlos Agusto
Collantes Inga Zoila Mercedes
Uribe Hernandez, Yrene
dc.subject.none.fl_str_mv Bibliometrics
Scientific Produccion
Gamification
Educational Games
topic Bibliometrics
Scientific Produccion
Gamification
Educational Games
https://purl.org/pe-repo/ocde/ford#5.03.00
dc.subject.ocde.none.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.03.00
description The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science da tabases 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 tenns 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 ofScience (3.18) compared to 3.05 in Scopus. Regarding the author with the highest production on the subject. Juho Harnari 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 highesr production ofanides on gamification: On the other hand, Spain was the maín country producing scientific evidence, and the type of scientific production that stood out was the original articles. The growth of scientific production 011 gamification is corroborated and further growth is forecast for the coming years.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-03-09T15:21:17Z
dc.date.available.none.fl_str_mv 2023-03-09T15:21:17Z
dc.date.issued.fl_str_mv 2023-03-09
dc.type.none.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.citation.none.fl_str_mv Gamification as a Resource in Education. A Bibliometric Analysis in Times of Pandemic, Articulo - Escuela Profesional de Contabilidad.
dc.identifier.doi.none.fl_str_mv https://doi.org/10.47750/pnr.2022.13.S03.043
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.14559/65
identifier_str_mv Gamification as a Resource in Education. A Bibliometric Analysis in Times of Pandemic, Articulo - Escuela Profesional de Contabilidad.
url https://doi.org/10.47750/pnr.2022.13.S03.043
https://hdl.handle.net/20.500.14559/65
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dc.publisher.none.fl_str_mv Universidad Nacional de Cañete
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spelling Arias Chavez, DennisLuy Montejo, Carlos AgustoCollantes Inga Zoila MercedesUribe Hernandez, Yrene2023-03-09T15:21:17Z2023-03-09T15:21:17Z2023-03-09Gamification as a Resource in Education. A Bibliometric Analysis in Times of Pandemic, Articulo - Escuela Profesional de Contabilidad.https://doi.org/10.47750/pnr.2022.13.S03.043https://hdl.handle.net/20.500.14559/65The objective of the study is to describe the world scientific production on gamification in the Scopus and Web of Science da tabases 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 tenns 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 ofScience (3.18) compared to 3.05 in Scopus. Regarding the author with the highest production on the subject. Juho Harnari 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 highesr production ofanides on gamification: On the other hand, Spain was the maín country producing scientific evidence, and the type of scientific production that stood out was the original articles. The growth of scientific production 011 gamification is corroborated and further growth is forecast for the coming years.El objetivo del estudio es describir la producción científica mundial sobre gamificación en las bases de datos Scopus y Web of Science entre los meses de enero de 2020 y marzo de 2022. Se trabajó con un universo conformado por 754 documentos de la base de datos Web of Science y 1443 de Scopus. Los resultados indican que, en términos de número de autores, Scopus tiene 1.336 y Web of Science. 2,223. La tasa de colaboración entre autores es ligeramente superior en Web of Science (3,18) frente a 3,05 en Scopus. Respecto al autor con mayor producción sobre el tema. Se destacó Juho Harnari. mientras que los Apuntes de las revistas de informática en Scopus y la revista de Sostenibilidad en WoS destacaron como los medios con mayor producción de anidas sobre gamificación: Por otro lado, España fue el principal país productor de evidencia científica, y el tipo de producción científica que se destacaron los artículos originales. El crecimiento de la producción científica. Se corrobora la gamificación 011 y se prevé un mayor crecimiento para los próximos años.application/pdfspaUniversidad Nacional de CañetePEinfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/4.0/BibliometricsScientific ProduccionGamificationEducational Gameshttps://purl.org/pe-repo/ocde/ford#5.03.00Gamification as a Resource in Education. 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