| Literature DB >> 35270291 |
Johanna Andrea Navarro-Espinosa1, Manuel Vaquero-Abellán2,3, Alberto-Jesús Perea-Moreno4, Gerardo Pedrós-Pérez4, Maria Del Pilar Martínez-Jiménez4,5, Pilar Aparicio-Martínez2,3.
Abstract
Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy People 2030 and the Sustainable Development Goals indicated the imperative to provide inclusive and equitable quality education to promote a healthy environment and life. The principal objective was to analyse the impact of gamification on health development in HEIs, highlighting their positive and negative effects. To achieve such an objective, a bibliometric analysis was carried out. The 257 documents showed no significant increasing trend in the last decade (p > 0.05) related to the pandemic. Most of the publications were conferences (45%), and the few published articles were the documents with more citations (p < 0.001). According to their index in Journal Citation Reports, there were significant differences between the citations of articles published in journals (p < 0.001). The analysis of journal co-citations showed that the leading journals (such as Computers in Human Behavior) had a significant part in the clusters formed (p < 0.001), conditioning also the keywords, especially the term "motivation". These findings were discussed, concluding that the experimental studies focused on the teachers' adverse effects are yet to come.Entities:
Keywords: gamification; health and sustainable environments; higher education institutions; motivation
Mesh:
Year: 2022 PMID: 35270291 PMCID: PMC8910166 DOI: 10.3390/ijerph19052599
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
MeSH terms and description.
| MeSH Terms | Description |
|---|---|
| Universities | Educational institutions providing facilities for teaching and research and authorised to grant academic degrees. |
| Learning | Relatively permanent change in behaviour that is the result of past experience or practice. The concept includes the acquisition of knowledge. |
| Education | Used for education, training programs, and courses in various fields and disciplines, and for training groups of persons. |
| Models, Educational | Theoretical models that propose methods of learning or teaching as a basis or adjunct to changes in attitude or behaviour. These educational interventions are usually applied in the fields of health and patient education but are not restricted to patient care. |
| Educational Technology | Systematic identification, development, organisation, or utilisation of educational resources and the management of these processes. It is occasionally used in a more limited sense to describe equipment-oriented techniques or audiovisual aids in educational settings. |
| Technology | The application of scientific knowledge to practical purposes in any field. It includes methods, techniques, and instrumentation. |
| Game Theory | Theoretical construct used in applied mathematics to analyse certain situations in which there is an interplay between parties with similar, opposed, or mixed interests. In a typical game, decision-making “players”, whom each have their own goals, try to gain an advantage over the other parties by anticipating each other’s decisions; the game is finally resolved due to the players’ decisions. |
| Games, Experimental | Games designed to provide information on hypotheses, policies, procedures, or strategies. |
Figure 1Flow diagram of the selection of articles for the quantitative analysis.
Figure 2The number of documents per year and mean citations per year.
Count of papers per country from the data.
| Country | Count of, Documents | Frequency | Country | Count of | Frequency | ||
|---|---|---|---|---|---|---|---|
| 1 | Spain | 93 | 36.20% | 23 | Belgium | 2 | 0.80% |
| 2 | Italy | 14 | 5.40% | 24 | Brazil | 2 | 0.80% |
| 3 | UK | 12 | 4.70% | 25 | Estonia | 2 | 0.80% |
| 4 | Croatia | 10 | 3.90% | 26 | India | 2 | 0.80% |
| 5 | US | 10 | 3.90% | 27 | Namibia | 2 | 0.80% |
| 6 | Germany | 9 | 3.50% | 28 | Philippines | 2 | 0.80% |
| 7 | Norway | 9 | 3.50% | 29 | Romania | 2 | 0.80% |
| 8 | Indonesia | 5 | 1.90% | 30 | Russia | 2 | 0.80% |
| 9 | Japan | 5 | 1.90% | 31 | South | 2 | 0.80% |
| 10 | Portugal | 5 | 1.90% | 32 | Sri Lanka | 2 | 0.80% |
| 11 | Hungary | 4 | 1.60% | 33 | Sweden | 2 | 0.80% |
| 12 | Ireland | 4 | 1.60% | 34 | Taiwan | 2 | 0.80% |
| 13 | Slovenia | 4 | 1.60% | 35 | Turkey | 2 | 0.80% |
| 14 | Bulgaria | 3 | 1.20% | 36 | France | 2 | 0.80% |
| 15 | Chile | 3 | 1.20% | 37 | Argentina | 1 | 0.40% |
| 16 | Colombia | 3 | 1.20% | 38 | Canada | 1 | 0.40% |
| 17 | Ecuador | 3 | 1.20% | 39 | Costa Rica | 1 | 0.40% |
| 18 | Finland | 3 | 1.20% | 40 | Cuba | 1 | 0.40% |
| 19 | Greece | 3 | 1.20% | 41 | Czech Republic | 1 | 0.40% |
| 20 | Peru | 3 | 1.20% | 42 | Denmark | 1 | 0.40% |
| 21 | Slovakia | 3 | 1.20% | 43 | Others | 13 | 5.20% |
| 22 | Australia | 2 | 0.80% |
The top ten most cited documents.
| Title | Year | Journal | Quartile and JCR Year of Publication | Thematic Area | Study | Country | Citations All Databases | |
|---|---|---|---|---|---|---|---|---|
| 1 | Serious games and learning effectiveness: The case of It’s a Deal! | 2012 | Computers & Education | Q1 (2.775) | Computer Science, Interdisciplinary Applications | Article | Spain | 146 |
| 2 | Exploring the computational thinking effects in pre-university education | 2018 | Computers in Human Behavior | Q1 (4.306) | Psychology, Multidisciplinary | Article | Spain | 76 |
| 3 | Gamifying an ICT course: Influences on engagement and academic performance | 2017 | Computers in Human Behavior | Q1 (3.536) | Psychology, | Article | Spain; | 76 |
| 4 | An application of adaptive games-based learning based on learning style to teach SQL | 2015 | Computers & Education | Q1 (2.881) | Computer Science, Interdisciplinary | Article | Turkey | 57 |
| 5 | Gamification: a systematic review of design frameworks | 2017 | Journal of Computing in Higher Education | Q2 (1.517) | Education & Educational Research | Article | United Kingdom | 56 |
| 6 | Serious games and the development of an entrepreneurial mindset in higher education engineering students | 2014 | Entertainment Computing | - | Computer Science, Interdisciplinary Applications | Review | Spain | 56 |
| 7 | Training disaster communication by means of serious games in virtual environments | 2011 | Entertainment Computing | - | Medicine General and Internal | Article | Italy; Spain | 45 |
| 8 | Motivation, students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning | 2016 | SpringerPlus | Q2 (0.982) | Multidisciplinary Sciences | Article | Germany | 34 |
| 9 | Learning style analysis in adaptive GBL application to teach SQL | 2015 | Computers & Education | Q1 (2.881) | Computer Science, Interdisciplinary | Article | Spain | 28 |
| 10 | Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial | 2018 | JMIR SERIOUS GAMES | Q1 (3.351) | Medical Informatics | Article | United Kingdom | 27 |
Figure 3Collaboration among countries.
Figure 4Co-citation between the journals.
Co-concurrency of journals that published on this topic.
| Cluster | Links between | Citations | Resources with More Links and Citations | Quartile and JCR in 2020 | Category of JCR |
|---|---|---|---|---|---|
| 1st | 117 (50%) | 116 (20.2%) | Science (17 links and 13 citations) | Q1 (47.728) | Multidisciplinary science |
| 2nd | 147 (62.8%) | 188 (32.8%) | Computers & Education (29 links and 90 citations) | Q1 (8.538) | Computer science, interdisciplinary applications |
| 3rd | 94 (40.2%) | 142 (24.7%) | Computers in Human Behavior (27 links and 57citations) | Q1 (6.829) | Psychology, multidisciplinary |
| 4th | 65 (20.8%) | 53 (9.3%) | Journal of Computers in Education (16 links and 20 citations) | - | - |
| 5th | 34 (19.0%) | 75 (13.1%) | Computers in Education (12 links and 37 citations) | - | - |
Main keywords used by the communities detected in the topic.
| Cluster | Colour | Weight (%) | Connection between Clusters | Keywords | Topic |
|---|---|---|---|---|---|
| 1 | Pink | 27.0 | 132 (28.3%) | Students—teaching—engineering education—curricula—e-learning | Education through technological tools |
| 2 | Green | 24.3 | 133 (28.5%) | Motivation—serious games—blended learning—flipped learning | Methodological educations impact on motivation |
| 3 | Blue | 14.8 | 64 (13.7%) | Game based-learning—STEM-education | Gamification on STEM education |
| 4 | Yellow | 13.00 | 86 (18.4%) | Gamification—Higher Education Institution—ICT | Gamification |
| 5 | Purple | 8.97 | 52 (11.1%) | Mobile learning—multimedia resources | Education through mobile |
Figure 5Co-occurrence of most common index terms per document. Note: the colours of the nodes indicate principal components of the data structure; the node size was scaled to the index keywords’ occurrences.