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Rising gamification in health education: A bibliometric study
The rising gamification in educational contexts has been driven by its potential to increase student motivation, engagement, interest and learning outcomes. Thanks to these effects, gamification has gained popularity in health education. Due to the increase in studies on gamification in health educa...
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Published in: | Nurse education in practice 2024-07, Vol.78, p.103993, Article 103993 |
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description | The rising gamification in educational contexts has been driven by its potential to increase student motivation, engagement, interest and learning outcomes. Thanks to these effects, gamification has gained popularity in health education. Due to the increase in studies on gamification in health education in recent years, this study has been carried out to present the studies in the relevant literature to researchers.
This study presents a quantitative mapping of gamification in health education through a bibliometric analysis of its publications.
In this study, a total of 475 articles were analyzed by searching "health education*" and “gamif*” and similar terms from Web of Science and Scopus databases. R bibliometric package program was used for the analysis. 1971 authors contributed to the studies, which were spread between 2012 and 2024. The number of studies on gamification in the field of health education has grown in recent years. In particular, it was seen that 2018 can be seen as the breaking point and the highest number of publications was in 2023, with 101 publications.
The descriptive results showed that Zhang, X. was the most productive author, Nurse Education Today and BMC Medical Education were the most productive journals and the United States was the most productive country. It is concluded that terms such as gamification, medical education, game-based learning, education, serious games, simulation and e-learning are the most frequently used words in gamification studies in the field of health education. It has been observed that the concept of gamification is trending, especially in 2018–2023, with a frequency of 150 uses.
This study is expected to guide researchers in terms of key points for future research on gamification in health education contexts. It is expected that the knowledge provided by this study will enable researchers to be involved in this field and/or focus their research more effectively. |
doi_str_mv | 10.1016/j.nepr.2024.103993 |
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This study presents a quantitative mapping of gamification in health education through a bibliometric analysis of its publications.
In this study, a total of 475 articles were analyzed by searching "health education*" and “gamif*” and similar terms from Web of Science and Scopus databases. R bibliometric package program was used for the analysis. 1971 authors contributed to the studies, which were spread between 2012 and 2024. The number of studies on gamification in the field of health education has grown in recent years. In particular, it was seen that 2018 can be seen as the breaking point and the highest number of publications was in 2023, with 101 publications.
The descriptive results showed that Zhang, X. was the most productive author, Nurse Education Today and BMC Medical Education were the most productive journals and the United States was the most productive country. It is concluded that terms such as gamification, medical education, game-based learning, education, serious games, simulation and e-learning are the most frequently used words in gamification studies in the field of health education. It has been observed that the concept of gamification is trending, especially in 2018–2023, with a frequency of 150 uses.
This study is expected to guide researchers in terms of key points for future research on gamification in health education contexts. It is expected that the knowledge provided by this study will enable researchers to be involved in this field and/or focus their research more effectively.</description><identifier>ISSN: 1471-5953</identifier><identifier>ISSN: 1873-5223</identifier><identifier>EISSN: 1873-5223</identifier><identifier>DOI: 10.1016/j.nepr.2024.103993</identifier><identifier>PMID: 38788617</identifier><language>eng</language><publisher>Scotland: Elsevier Ltd</publisher><subject>Authorship ; Bibliographic coupling ; Bibliometric ; Bibliometrics ; Clinical training ; Data Analysis ; Data collection ; Distance learning ; Educational objectives ; Educational Strategies ; Educational Technology ; Game Based Learning ; Games ; Gamification ; Health ; Health education ; Independent study ; Instructional design ; Internet ; Keywords ; Learner Engagement ; Learning ; Learning Processes ; Mapping ; Medical education ; Motivation ; Nursing ; Nursing education ; Nursing students ; Popularity ; Science education ; Simulation ; Student Motivation ; Student participation ; Teaching methods ; Trends</subject><ispartof>Nurse education in practice, 2024-07, Vol.78, p.103993, Article 103993</ispartof><rights>2024 Elsevier Ltd</rights><rights>Copyright © 2024 Elsevier Ltd. All rights reserved.</rights><rights>2024. Elsevier Ltd</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c335t-3c78c9bbb28b5b4766adedc3009b1749920ea208be9553a46a30dde2f048b73e3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/3075657891/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/3075657891?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,776,780,12825,21357,21373,21374,27901,27902,30976,33588,33589,33854,33855,34507,34508,43709,43856,44091,73964,74140,74382</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/38788617$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Yıldız, Metin</creatorcontrib><creatorcontrib>YILDIZ, Mehmet</creatorcontrib><creatorcontrib>Kayacık, Ahsen Demirhan</creatorcontrib><title>Rising gamification in health education: A bibliometric study</title><title>Nurse education in practice</title><addtitle>Nurse Educ Pract</addtitle><description>The rising gamification in educational contexts has been driven by its potential to increase student motivation, engagement, interest and learning outcomes. Thanks to these effects, gamification has gained popularity in health education. Due to the increase in studies on gamification in health education in recent years, this study has been carried out to present the studies in the relevant literature to researchers.
This study presents a quantitative mapping of gamification in health education through a bibliometric analysis of its publications.
In this study, a total of 475 articles were analyzed by searching "health education*" and “gamif*” and similar terms from Web of Science and Scopus databases. R bibliometric package program was used for the analysis. 1971 authors contributed to the studies, which were spread between 2012 and 2024. The number of studies on gamification in the field of health education has grown in recent years. In particular, it was seen that 2018 can be seen as the breaking point and the highest number of publications was in 2023, with 101 publications.
The descriptive results showed that Zhang, X. was the most productive author, Nurse Education Today and BMC Medical Education were the most productive journals and the United States was the most productive country. It is concluded that terms such as gamification, medical education, game-based learning, education, serious games, simulation and e-learning are the most frequently used words in gamification studies in the field of health education. It has been observed that the concept of gamification is trending, especially in 2018–2023, with a frequency of 150 uses.
This study is expected to guide researchers in terms of key points for future research on gamification in health education contexts. It is expected that the knowledge provided by this study will enable researchers to be involved in this field and/or focus their research more effectively.</description><subject>Authorship</subject><subject>Bibliographic coupling</subject><subject>Bibliometric</subject><subject>Bibliometrics</subject><subject>Clinical training</subject><subject>Data Analysis</subject><subject>Data collection</subject><subject>Distance learning</subject><subject>Educational objectives</subject><subject>Educational Strategies</subject><subject>Educational Technology</subject><subject>Game Based Learning</subject><subject>Games</subject><subject>Gamification</subject><subject>Health</subject><subject>Health education</subject><subject>Independent study</subject><subject>Instructional design</subject><subject>Internet</subject><subject>Keywords</subject><subject>Learner Engagement</subject><subject>Learning</subject><subject>Learning Processes</subject><subject>Mapping</subject><subject>Medical 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Pract</addtitle><date>2024-07-01</date><risdate>2024</risdate><volume>78</volume><spage>103993</spage><pages>103993-</pages><artnum>103993</artnum><issn>1471-5953</issn><issn>1873-5223</issn><eissn>1873-5223</eissn><abstract>The rising gamification in educational contexts has been driven by its potential to increase student motivation, engagement, interest and learning outcomes. Thanks to these effects, gamification has gained popularity in health education. Due to the increase in studies on gamification in health education in recent years, this study has been carried out to present the studies in the relevant literature to researchers.
This study presents a quantitative mapping of gamification in health education through a bibliometric analysis of its publications.
In this study, a total of 475 articles were analyzed by searching "health education*" and “gamif*” and similar terms from Web of Science and Scopus databases. R bibliometric package program was used for the analysis. 1971 authors contributed to the studies, which were spread between 2012 and 2024. The number of studies on gamification in the field of health education has grown in recent years. In particular, it was seen that 2018 can be seen as the breaking point and the highest number of publications was in 2023, with 101 publications.
The descriptive results showed that Zhang, X. was the most productive author, Nurse Education Today and BMC Medical Education were the most productive journals and the United States was the most productive country. It is concluded that terms such as gamification, medical education, game-based learning, education, serious games, simulation and e-learning are the most frequently used words in gamification studies in the field of health education. It has been observed that the concept of gamification is trending, especially in 2018–2023, with a frequency of 150 uses.
This study is expected to guide researchers in terms of key points for future research on gamification in health education contexts. It is expected that the knowledge provided by this study will enable researchers to be involved in this field and/or focus their research more effectively.</abstract><cop>Scotland</cop><pub>Elsevier Ltd</pub><pmid>38788617</pmid><doi>10.1016/j.nepr.2024.103993</doi></addata></record> |
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subjects | Authorship Bibliographic coupling Bibliometric Bibliometrics Clinical training Data Analysis Data collection Distance learning Educational objectives Educational Strategies Educational Technology Game Based Learning Games Gamification Health Health education Independent study Instructional design Internet Keywords Learner Engagement Learning Learning Processes Mapping Medical education Motivation Nursing Nursing education Nursing students Popularity Science education Simulation Student Motivation Student participation Teaching methods Trends |
title | Rising gamification in health education: A bibliometric study |
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