0000000001053377

AUTHOR

E. Méndez-ibáñez

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The use of gamification in education: a bibliometric and text mining analysis

2016

The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem-solving skills gains or attitudes toward game-based learning. Nevertheless, little research has focused on providing a comprehensive literature review, which will help researchers to better understand how this stream of research has evolved over the last years. In this study, we use a bibliometric, social network and text mining analysis in order to provide useful up-to-date information to p…

Knowledge managementData collectionSocial networkProcess (engineering)business.industry05 social sciences050301 educationBibliometricsData scienceComputer Science ApplicationsEducationVariety (cybernetics)Interpersonal relationshipEducational research0502 economics and businessActive learningbusinessPsychology0503 education050203 business & managementJournal of Computer Assisted Learning
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