Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Computer Simulation | 2 |
| Educational Research | 2 |
| Foreign Countries | 2 |
| Game Based Learning | 2 |
| Asians | 1 |
| Authors | 1 |
| Bibliometrics | 1 |
| Educational Games | 1 |
| Educational Trends | 1 |
| Electronic Learning | 1 |
| Engineering | 1 |
| More ▼ | |
Author
| Aigul I. Akhmetova | 1 |
| Begzod K. Khodjaev | 1 |
| Fazlida Dahalan | 1 |
| Kenzhegul U. Kazybayeva | 1 |
| Mohd Shahril Nizam Shaharom | 1 |
| Norlidah Alias | 1 |
| Odinakhon R. Jamoldinova | 1 |
| Salima S. Seitenova | 1 |
| Saule Z. Yerkebaeva | 1 |
Publication Type
| Information Analyses | 2 |
| Journal Articles | 2 |
| Reports - Research | 1 |
Education Level
Audience
Location
| Asia | 2 |
| Africa | 1 |
| Australia | 1 |
| China | 1 |
| Europe | 1 |
| Germany | 1 |
| Japan | 1 |
| South America | 1 |
| South Korea | 1 |
| Spain | 1 |
| United Kingdom | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research

Peer reviewed
Direct link
