Gamification's Contribution to Creativity Enhancement: A Bibliometric Analysis of Empirical and Theoretical Studies in the Last Decade

Galuh Dwi Krisanti, Adrian Bagas Damarsha, Elisa Dwi Yuliatin, Hasan Nuurul Hidaayatullaah, Nadi Suprapto, Hanandita Veda Saphira

Abstract


Many studies have been conducted on creative thinking and gamification separately, but there is still a gap in the literature that examines the relationship between these two concepts comprehensively in an educational context. This research was conducted with the aim of providing a more holistic understanding of the trending topics between gamification and creative thinking in empirical and theoretical studies, analysing the contribution of each author using the Scopus database through bibliometric analysis with the VOSviewer application. Based on bibliometric analysis, several conclusions are obtained that the results of the metadata obtained show a trend of writing that is growing significantly from 2013 to 2023. In the author collaboration network, it can be seen on the map that there are 8 clusters with the number of author items each totalling 1 item where each author has published 2 documents. From the results of the analysis, the topic of gamification for creativity is still needed and needs to be improved. United States contributes to publishing documents on the topic of gamification for creativity. For the form of publication, most documents are published in the form of articles. So for the right solution in improving creative thinking skills can be done by using gamification learning.


Keywords


Gamification, creative thinking, bibliometric analysis, VOSviewer

Full Text:

PDF ()

References


Abustang, P.B., Marini, A., & Wibowo, F.C. 2024. Creative thinking skill in the elementary education bibliometric study literature. AIP Conference Proceedings, 3116(1). https://doi.org/10.1063/5.0210276

Adams, S.P., & du Preez, R. 2022. Supporting student engagement through the gamification of learning activities: a design-based research approach. Technology, Knowledge and Learning, 27(1):119-138. https://doi.org/10.1007/s10758-021-09500-x

Anacona, W.E.B., López Aguilar, D.V., Penaherrera, D.I.G., & Jimenes, C.L.P. 2023. Flipped classroom as a learning strategy in reading comprehension: a case study of higher education. IEEE Global Engineering Education Conference (EDUCON), Kuwait, 1-5. https://doi.org/10.1109/EDUCON54358.2023.10125149

Angelelli, C.V., Ribeiro, G.M. de C., Severino, M.R., Johnstone, E., Borzenkova, G., & da Silva, D.C.O. 2023. Developing critical thinking skills through gamification. Thinking Skills and Creativity, 49. https://doi.org/10.1016/j.tsc.2023.101354

Anggraeni, Y., & Sujatmiko, B. 2021. Studi literatur pengaruh penggunaan gamifikasi dalam pembelajaran ilmu komputer di perguruan Tinggi. Jurnal IT-EDU, 05(2):614–620. https://doi.org/10.26740/it-edu.v6i1.40725

Azeem, M., Ahmed, M., Haider, S., & Sajjad, M. 2021. Expanding competitive advantage through organizational culture, knowledge sharing and organizational innovation. Technology in Society, 66. https://doi.org/10.1016/j.techsoc.2021.101635

Behl, A., Jayawardena, N., Pereira, V., Islam, N., Giudice, M.del, & Choudrie, J. 2022. Gamification and e-learning for young learners: a systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176. https://doi.org/10.1016/j.techfore.2021.121445

Behnamnia, N., Kamsin, A., Ismail, M.A.B., & Hayati, A. 2020. The effective components of creativity in digital game-based learning among young children: a case study. Children and Youth Services Review, 116. https://doi.org/10.1016/j.childyouth.2020.105227

Bernardino, I. 2024. The potential of gamification in the multigenerational learning organizations. In Creating Learning Organizations Through Digital Transformation. (pp. 137-155). IGI Global Scientific Publishing. https://doi.org/10.4018/979-8-3693-0556-0.ch008

Chen, C.M., & Yang, Y.C. 2024. A game-based augmented reality navigation system to support makerspace user education in a university library. Electronic Library, 42(1):78-101. https://doi.org/10.1108/EL-05-2023-0107

Damarsha, A.B., Safitri, A.I., Nisa’, K., Rizki, I.A., Suprapto, N., & Harnawan, A.A. 2023. Mapping and analyzing high school physics misconceptions: novel insights from a 20-year bibliometric study (2002-2022). Berkala Ilmiah Pendidikan Fisika, 11(3):355–369. https://doi.org/10.20527/bipf.v11i3.17256

Dawana, I.R., Setyarsih, W., Suprapto, N., & Dwikoranto, D. (2022). The effectiveness of virtual class-based e-learning with video-assisted google classroom as a physics learning media (2016-2020). Momentum: Physics Education Journal, 6(2):188–198. https://doi.org/10.21067/mpej.v6i2.5849

Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W.M. 2021. How to conduct a bibliometric analysis: an overview and guidelines. Journal of Business Research, 133:285-296. https://doi.org/10.1016/j.jbusres.2021.04.070

Duterte, J.P. 2024. The impact of educational gamification on student learning outcomes. International Journal of Research and Innovation in Social Science (IJRISS), 8(10). https://doi.org/10.47772/IJRISS

Elidemir, S. N., Ozturen, A., & Bayighomog, S. W. 2020. Innovative behaviors, employee creativity, and sustainable competitive advantage: a moderated mediation. Sustainability (Switzerland), 12(8). https://doi.org/10.3390/SU12083295

Farooq, M.S., Hamid, A., Alvi, A., & Omer, U. 2022. Blended learning models, curricula, and gamification in project management education. IEEE Access, 10:60341-60361. https://doi.org/10.1109/ACCESS.2022.3180355

Forte-Celaya, J., Ibarra, L., & Glasserman-Morales, L.D. 2021. Analysis of creative thinking skills development under active learning strategies. Education Sciences, 11(10). https://doi.org/10.3390/EDUCSCI11100621

Fukui, M., Sasaki, Y., Kuroda, M., & Moriyama, J. 2023. Developing programming education using mathematical puzzles and games to enhance students' creative attitudes. AIP Conference Proceedings, 2954(1). https://doi.org/10.1063/5.0179722

Garfield, E. 2009. From the science of science to scientometrics visualizing the history of science with histcite software. Journal of Informetrics, 3 (3):173-179. https://doi.org/10.1016/j.joi.2009.03.009

Hakeu, F., Pakaya, I.I., & Tangkudung, M. 2023. Pemanfaatan media pembelajaran berbasis gamifikasi dalam proses pembelajaran di mis terpadu al-azhfar. Awwaliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 6(2):154–166. https://doi.org/10.58518/awwaliyah.v6i2.1930

He, S., Zhu, D., Chen, Y., Liu, X., Chen, Y., & Wang, X. 2020. Application and problems of emergy evaluation: a systemic review based on bibliometric and content analysis methods. In Ecological Indicators, 114. https://doi.org/10.1016/j.ecolind.2020.106304

Hossain, N.U.I., Dayarathna, V.L., Nagahi, M., & Jaradat, R. 2020. Systems thinking: a review and bibliometric analysis. In Systems, 8(3):1-26. https://doi.org/10.3390/systems8030023

Huang, W., Li, X., & Shang, J. 2023. Gamified project-based learning: a systematic review of the research landscape. Sustainability (Switzerland), 15(2). https://doi.org/10.3390/su15020940

Huymajer, M., Woegerbauer, M., Winkler, L., Mazak-Huemer, A., & Biedermann, H. 2022. An interdisciplinary systematic review on sustainability in tunneling-bibliometrics, challenges, and solutions. In Sustainability (Switzerland), 14(4). MDPI. https://doi.org/10.3390/su14042275

Ilham M, Febrinna M, Husnul K R, Dadan D. 2022. Bibliometric analysis: augmented reality research in mathematics education. JIPM (Scientific Journal of Mathematics Education), 11(1). https://doi.org/10.25273/jipm.v11i1.13818.

Istiana P. 2022. Bibliometric analysis of research development in geography. READ: Journal of Documentation and Information, 43 (2). https://doi.org/10.14203/j.baca.v43i2.854

Izzuwan Shah Bin Mazla, M., Khata Bin Jabor, M., Tufail, K., Faisal Noor Yakim, A., & Zainal, H. 2020. The roles of creativity and innovation in entrepreneurship. Proceedings of the International Conference on Student and Disable Student Development 2019 (ICoSD 2019). (pp. 213-217). Atlantis Press. http://dx.doi.org/10.2991/assehr.k.200921.035

Jaskari, M.M., & Syrjälä, H. 2023. A mixed-methods study of marketing students' game-playing motivations and gamification elements. Journal of Marketing Education, 45(1):38-54. https://doi.org/10.1177/02734753221083220

Kabilan, M. K., Annamalai, N., & Chuah, K. M. 2023. Practices, purposes and challenges in integrating gamification using technology: a mixed-methods study on university academics. Education and Information Technologies, 28(11):14249-14281. https://doi.org/10.1007/s10639-023-11723-7

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.I. 2021. Gamification in science education. A systematic review of the literature. Education Sciences, 11(1):1-36. https://doi.org/10.3390/educsci11010022

Khaerunisa, N. A., Serevina, V., & Wibowo, F. C. 2024. The effect of stem-pjbl on students' creative thinking skills and self-efficacy. AIP Conference Proceedings, 3116(1). https://doi.org/10.1063/5.0211075

Khaledi, A., Ghafouri, R., Anboohi, S.Z., Nasiri, M., & Ta'atizadeh, M. 2024. Comparison of gamification and role-playing education on nursing students' cardiopulmonary resuscitation self-efficacy. BMC Medical Education, 24(1). https://doi.org/10.1186/s12909-024-05230-7

Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. 2022. Augmented reality and gamification in education: a systematic literature review of research, applications, and empirical studies. In Applied Sciences (Switzerland), 12, (13). https://doi.org/10.3390/app12136809

Lee, K.W. 2023. Effectiveness of gamification and selection of appropriate teaching methods of creativity: students' perspectives. Heliyon, 9(10). https://doi.org/10.1016/j.heliyon.2023.e20420

Li, J., & Zhu, X. 2022. A bibliometric study of the research field of experimental philosophy of language. Forum for Linguistic Studies, 4(1):18-35. https://doi.org/10.18063/FLS.V4I1.1462

Liu, W., Huang, M., & Wang, H. 2021. Same journal but different numbers of published records indexed in scopus and web of science core collection: causes, consequences, and solutions. In Scientometrics, 126(5). https://doi.org/10.1007/s11192-021-03934-x.

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M.A., Guerrero-Puerta, L., Aguilar-Parra, J.M., Trigueros, R., & Alias, A. 2021. Between level up and game over: a systematic literature review of gamification in education. Sustainability (Switzerland), 13(4):1-14. https://doi.org/10.3390/su13042247

Martín-Hernández, P., Gil-Lacruz, M., Gil-Lacruz, A.I., Azkue-Beteta, J.L., Lira, E.M., & Cantarero, L. 2021. Fostering university students' engagement in teamwork and innovation behaviors through game-based learning (GBL). Sustainability (Switzerland), 13(24). https://doi.org/10.3390/su132413573

Mohanty, S., & Christopher B, P. 2024. The role of gamification research in human resource management: a prisma analysis and future research direction. In SAGE Open, 14(2). SAGE Publications Inc. https://doi.org/10.1177/21582440241243154

Nagariya, R., Kumar, D., & Kumar, I. 2021. Service supply chain: from bibliometric analysis to content analysis, current research trends and future research directions. Benchmarking, 28(1):333-369. https://doi.org/10.1108/BIJ-04-2020-0137

Nsanzumuhire, S.U., & Groot, W. 2020. Context perspective on university-industry collaboration processes: a systematic review of literature. Journal of Cleaner Production, 258. https://doi.org/10.1016/j.jclepro.2020.120861

Nyholm, S. 2024. Gamification, side effects, and praise and blame for outcomes. Minds and Machines, 34(1). https://doi.org/10.1007/s11023-024-09661-5

Öztürk, O., Kocaman, R., & Kanbach, D.K. 2024. How to design bibliometric research: an overview and a framework proposal. Review of Managerial Science, 18:3333–3361. https://doi.org/10.1007/s11846-024-00738-0

Patrício, R., Moreira, A. C., & Zurlo, F. 2020. Enhancing design thinking approaches to innovation through gamification. European Journal of Innovation Management. https://doi.org/10.1108/EJIM-06-2020-0239

Perkasa V.B.P., Erwina W., & Kusnandar. 2022. Bibliometric study with vosviewer of scientific publications on astana gede kawali site. Nautical: Multidisciplinary Scientific Journal, 1 (8). https://doi.org/10.55904/nautical.v1i9.439

Poonsawad, A., Srisomphan, J., & Sanrach, C. 2022. Synthesis of problem-based interactive digital storytelling learning model under gamification environment promotes students' problem-solving skills. International Journal of Emerging Technologies in Learning, 17(5):103-119. https://doi.org/10.3991/ijet.v17i05.28181

Putz, L.M., Hofbauer, F., & Treiblmaier, H. 2020. Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110. https://doi.org/10.1016/j.chb.2020.106392

Rivera-Valderrama, S., Sánchez, L.E.R., Rodas, G.C.A., & Guerra, J.I.G. 2024. Effects of gamification on the development of soft skills such as creativity and communication in university students. In Salud, Ciencia y Tecnologia, 4. https://doi.org/10.56294/saludcyt2024871

Romanelli, J.P., Gonçalves, M.C.P., de Abreu Pestana, L.F., Soares, J.A.H., Boschi, R.S., & Andrade, D.F. 2021. Four challenges when conducting bibliometric reviews and how to deal with them. In Environmental Science and Pollution Research, 28, (43):60448-60458. Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/s11356-021-16420-x

Sailer, M., & Homner, L. 2020. The gamification of learning: a meta-analysis. Educational psychology review, 32(1):77-112. https://doi.org/10.1007/s10648-019-09498-w

Sanusi, N., Triansyah, F.A., Muhammad, I., Susanti S. 2023. Bibliometric analysis: communication skills research in higher education. JIIP (Scientific Journal of Education Science), 6 (3):1694-1701. http://dx.doi.org/10.54371/jiip.v6i3.1763

Shavab, O.A.K., Yulifar, L.E.L.I., Supriatna, N.A.N.A., & Mulyana, A.G.U.S. 2023. Development of gamification apps to enhance critical thinking and creative thinking. Journal of Engineering Science and Technology, 18:99-106.

Sueb, S., Muhdhar, M.H.I.al., Wardhani, Y.S., Abdillah, R.R., Wulandari, I.A.I., Astuti, L., Suhadi, S., & Achmad, R. 2024. The effectiveness of adiwiyata electronic module based on reading mind mapping circ to improve students' creative thinking skills, adaptability skills, and environmental literacy. AIP Conference Proceedings, 3106(1). https://doi.org/10.1063/5.0215342

Suparmini, K., Suwindia, G.I., & Winangun, M.A.I. 2024. Gamifikasi untuk meningkatkan motivasi belajar siswa di era digital. Education and Social Sciences Review, 5(2):145–148. https://doi.org/10.29210/07essr500200

Suryawati, C.T., Ma'rifatin, I.K., Susilo, A.T., Asrowi, & Surur, N. 2024. Enhancing effectiveness of guidance and counseling services through web-based interactive media. Ingenierie Des Systemes d'Information, 29(1):37-48. https://doi.org/10.18280/isi.290105

Tang, T., Vezzani, V., & Eriksson, V. 2020. Developing critical thinking, collective creativity skills and problem solving through playful design jams. Thinking Skills and Creativity, 37. https://doi.org/10.1016/j.tsc.2020.100696

Taşkara, K., & Ekmekçi, E. 2024. Exploring efl instructors' perceptions, conceptual awareness, and actual practices about gamification: an exploratory case study in a turkish state university. Language Learning in Higher Education, 14(1):155-181. https://doi.org/10.1515/cercles-2023-0028

Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J.M., Morisseau, T., Bourgeois-Bougrine, S., Vinchon, F., el Hayek, S., Augereau-Landais, M., Mourey, F., Feybesse, C., Sundquist, D., & Lubart, T. 2023. Creativity, critical thinking, communication, and collaboration: assessment, certification, and promotion of 21st century skills for the future of work and education. In Journal of Intelligence, 11(3). https://doi.org/10.3390/jintelligence11030054

Tumpa, R.J., Ahmad, T., Naeni, L.M., & Kujala, J. 2024. Computer-based games in project management education: a review. Project Leadership and Society, 5. https://doi.org/10.1016/j.plas.2024.100130

Van Eck, N.J., & Waltman, L. 2014. Visualizing bibliometric networks. Measuring Scholarly Impact: Methods and Practice, 285-320. https://doi.org/10.1007/978-3-319-10377-8_13

Wang, Q. 2024. A study on the design of a deep learning model for classroom based on user participation and game chemistry processes. Entertainment Computing, 51. https://doi.org/10.1016/j.entcom.2024.100727

Yiming, S., Xinming, Y., Liqun, C., & Aining, L. 2024. Bibliometric analysis of vertigo-related histopathology, vestibular rehabilitation, physical rehabilitation, and chinese and western medical treatments. Chinese Journal of Tissue Engineering Research, 28(34):5500-5507. https://doi.org/10.12307/2024.839

Yulianti, E., Rahman, N.F.A., Rahmadani, A., Phang, F.A., & Suwono, H. 2024. Exploring students' creativity using steam-based reading texts. Journal of Advanced Research in Applied Sciences and Engineering Technology, 44(1):181-187. https://doi.org/10.37934/araset.44.1.181187

Zakaria, A.L.J., Anas, B., & Malki, M.O.C. 2024. A systematic review of gamification in moocs: effects on student motivation, engagement, and dropout rates. Journal of Educators Online, 21(2). https://doi.org/10.9743/JEO.2024.21.2.15

Zhan, Z., He, L., Tong, Y., Liang, X., Guo, S., & Lan, X. 2022. The effectiveness of gamification in programming education: evidence from a meta-analysis. In Computers and Education: Artificial Intelligence, 3. https://doi.org/10.1016/j.caeai.2022.100096

Zhang, F. 2024. Enhancing ESG learning outcomes through gamification: an experimental study. PLoS ONE, 19(5). https://doi.org/10.1371/journal.pone.0303259

Zhang, J.Y., Ezzat, B., Coenen, R.J.J., Price, G., Asfaw, Z., Carr, M.T., Schupper, A.J., & Choudhri, T. 2024. Bibliometric and trend analysis of the top 100 most-cited articles on lateral interbody fusion (LIF). In Neurosurgical review, 47(1):p.245). https://doi.org/10.1007/s10143-024-02464-3




DOI: https://doi.org/https://doi.org/10.24815/jpsi.v13i2.43886

Article Metrics

Abstract view : 0 times
PDF () - 0 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Galuh Dwi Krisanti, Adrian Bagas Damarsha, Elisa Dwi Yuliatin, Hasan Nuurul Hidayaatullah, Nadi Suprapto



Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education)

ISSN 2338-4379  (print) | 2615-840X (online)
Organized by Universitas Syiah Kuala 
Published by Master of Science Education Study Program Graduate School Universitas Syiah Kuala, Banda Aceh, Indonesia
Website : http://jurnal.usk.ac.id/jpsi
Email     : jpsi@usk.ac.id

  

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.