• Resumo

    Gamificação Aplicada à Educação: Uma Análise Bibliométrica Através do MétodoWebibliomining

    Data de publicação: 29/04/2021

    Gamification has been widely cited as support for the student’s
    school process. This growing interest has attracted the attention of
    researchers in the area. Therefore, a study using theWebibliomining
    method was conducted in order to map the scientific production
    related to gamification techniques applied in education. The data
    of this work were researched in the Scopus (Elsevier) database, considering
    the scientific production in the period from 2011 to 2020.
    The methodological procedures used a descriptive and exploratory
    research, with a quantitative approach. The results showed 2.911
    articles with the terms “Education AND Gamification”. After a bibliometric
    analysis, it was found that the “peak” of production was in
    the year 2019 with 591 articles, which correspond to a difference
    of 137 records in relation to the previous year. The year 2020 was
    the year with the highest number of published articles, with 617
    records. The USA was responsible for 13,60% of the total published
    articles. Computer Science was found to be the area with the most
    articles indexed (1.932), corresponding to 66,20%. We sought to
    select articles to compose the “starting reference” in a bibliographic
    research on the theme "utilization of gamification in education".

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