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dc.contributor.authorBehl, Abhishek
dc.contributor.authorJayawardena, Nirma
dc.contributor.authorPereira, Vijay
dc.contributor.authorIslam, Nazrul
dc.contributor.authorGiudice, Manlio Del
dc.contributor.authorChoudrie, Jyoti
dc.date.accessioned2022-01-05T11:45:01Z
dc.date.available2022-01-05T11:45:01Z
dc.date.issued2022-03-01
dc.identifier.citationBehl , A , Jayawardena , N , Pereira , V , Islam , N , Giudice , M D & 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 , vol. 176 , 121445 . https://doi.org/10.1016/j.techfore.2021.121445
dc.identifier.issn0040-1625
dc.identifier.otherJisc: 9fa3066e26ca4b47bfd58b391e70a75b
dc.identifier.urihttp://hdl.handle.net/2299/25282
dc.description© 2021 Published by Elsevier Inc. This is the accepted manuscript version of an article which has been published in final form at https://doi.org/10.1016/j.techfore.2021.121445
dc.description.abstractOver the last few years, gamification has sparked significant interest in both industry and academia. However, the focus of the debate has been mostly on game studies and human-computer interaction (HCI). Even though games are increasingly being supplied as services to customers, few academic works have linked game studies to the service or marketing literature (Dikcius and Urbonavicius, 2020; Dukembay and Zhaksylyk, 2019). This paper presents an examination of the emerging trends of gamification and e-learning for young learners. The first section presents a text-based cluster bibliometric analysis based on 222 qualified articles published between 2015 and 2020. We conducted this analysis to identify the most prominent themes in the literature through cluster identification via the VOS viewer software. As the themes were found to be interlinked, the second section presents a systematic literature review based on a bibliometric analysis performed using the PRISMA method on 32 qualified articles. The findings highlighted the four major future research themes of personalization, game elements, learner styles, and learner engagement. Finally, we provide a future research agenda based on the theory, characteristics, context, and methodology (TCCM) framework. Our findings offer key insights aimed at enabling actors in education policy making and gamification-based software companies and agencies to identify the gamification techniques best suited for e-learning.en
dc.format.extent24
dc.format.extent728101
dc.language.isoeng
dc.relation.ispartofTechnological Forecasting and Social Change
dc.subjectBibliometric analysis
dc.subjectE-learning
dc.subjectFuture research agenda
dc.subjectGamification
dc.subjectSystematic review
dc.subjectYoung learners
dc.subjectManagement of Technology and Innovation
dc.subjectBusiness and International Management
dc.subjectApplied Psychology
dc.titleGamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agendaen
dc.contributor.institutionCentre for Future Societies Research
dc.contributor.institutionHertfordshire Business School
dc.description.statusPeer reviewed
dc.date.embargoedUntil2023-06-30
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85121964427&partnerID=8YFLogxK
rioxxterms.versionofrecord10.1016/j.techfore.2021.121445
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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