Gamifying Education: Trends, Networks, and Insights From 2014–2024

Authors

  • Nguyen Thi Phuong Giang Industrial University of Ho Chi Minh City
  • Thai Dong Tan Industrial University Of Ho Chi Minh City, Ho Chi Minh City, Viet Nam
  • Le Ngoc Son Industrial University of Ho Chi Minh City
  • Nguyen Hoai Linh Industrial University of Ho Chi Minh City

Keywords:

Gamification, education, bibliometric, engagement, motivation

Abstract

This study provides a comprehensive bibliometric analysis of research on gamification in education from 2014 to 2024, based on 4,784 publications indexed in Scopus. Using VOSviewer and R, the analysis maps global contributions, thematic clusters, and emerging trends. Results indicate a rapid annual growth rate of 23.1% and strong international collaboration, with the United States and Spain leading in productivity and impact, alongside growing contributions from Southeast Asia and Latin America. Keyword co-occurrence reveals eight thematic clusters, with “gamification,” “engagement,” and “motivation” as core concepts, while emerging topics include AI, adaptive learning, and virtual reality. The findings show a shift from short-term motivational applications toward sustainable, technology-integrated, and learner-centered models. Despite the progress, research gaps remain regarding long-term learning outcomes, cost-effectiveness, and cultural contexts. The study contributes to theory by mapping intellectual structures in gamification research and offers practical implications for policymakers, educators, and EdTech developers seeking to enhance engagement, personalization, and innovation in education.

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Published

2026-04-25

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Nguyen Thi Phuong Giang, Thai Dong Tan, Le Ngoc Son, & Nguyen Hoai Linh. (2026). Gamifying Education: Trends, Networks, and Insights From 2014–2024. International Electronic Journal of Elementary Education, 18(3), 437–454. Retrieved from https://iejee.com/index.php/IEJEE/article/view/2638

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