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From Gamification to Student Achievement: A Longitudinal Conceptual Structure Analysis of a Research Field

dc.contributor.authorPapadakis, Stamatios
dc.contributor.authorKarakose, Turgut
dc.contributor.authorYirci, Ramazan
dc.contributor.authorTulubas, Tijen
dc.contributor.authorDemir, Irem
dc.date.accessioned2026-06-27T15:32:27Z
dc.date.issued2026
dc.description.abstractGamification has become an innovative method used to enrich instructional designs, moving far beyond its initial motivational purposes. Given its promising impact on the contemporary educational context, gamification has attracted numerous studies seeking ways to enhance the quality of instruction and learning outcomes across diverse fields. Despite the growing volume of gamification research, longitudinal analyses tracing how the conceptual priorities of the field have shifted across historically distinct periods remain scarce. This study addresses that gap by mapping the thematic evolution of gamification research through science mapping analysis of articles published in peer-reviewed journals across three time periods: 2006-2019, 2020-2022, and 2023-2025. The findings indicate that early research focused primarily on gamification's impact on student motivation and engagement, while subsequent research focused on course evaluation and digital learning environments. Recent research has focused more on blended and domain-specific methods, testing the adaptability of different applications to specific fields. These findings suggest that gamification research has evolved from more superficial practices, such as encouraging course participation or boosting motivation, to its integration into personalized learning environments, and in recent years, towards ethical data use and the development of context-specific applications.en
dc.description.urihttps://doi.org/10.3390/computers15040242
dc.identifier.doi10.3390/computers15040242
dc.identifier.issn2073-431X
dc.identifier.issue4
dc.identifier.urihttps://hdl.handle.net/20.500.14981/71714
dc.identifier.volume15
dc.identifier.wos001749389600001
dc.language.isoeng
dc.publisherMDPI
dc.relation.ispartofCOMPUTERS
dc.rightsopenAccess
dc.subjectgamification
dc.subjectadaptive learning
dc.subjectblended learning
dc.subjectstudent achievement
dc.subjectscience mapping
dc.subjectSciMAT
dc.subjectINTRINSIC MOTIVATION
dc.subjectCLASSROOM
dc.subjectComputer Science
dc.titleFrom Gamification to Student Achievement: A Longitudinal Conceptual Structure Analysis of a Research Field
dc.typeReview
dspace.entity.typePublication
local.import.sourceWOS

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