Incorporating Gamification in Second Language Learning: A Bibliometric Analysis

Noor Farahani Mohd Lazim, Azwadi Ali, Mohaida Mohin, Siti Sakinah Sidik
74 37

Abstract


In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose mother tongue is not the English language. The judicious incorporation of gaming activities into courses pertaining to English as a second language (ESL) holds substantial promise for augmenting student learning, motivation, and knowledge acquisition across diverse disciplines. The present study conducts a bibliometric analysis focused on the utilization of gamification in ESL teaching and learning. The study's primary objective is to furnish a descriptive analysis of scholarly documents, authors, citations, and interconnections among authors. To achieve this objective, data extracted from the Scopus database are subjected to analysis. In addition to descriptive analyses, the extracted data undergo scrutiny using the VOSviewer software, facilitating the discernment of visual representations encompassing authors' interconnections, keywords connectedness and clusters indicative of research topics within the examined scholarly landscape. Using bibliometric analysis techniques, our investigation of the citation relationships among 61 publications has successfully identified two predominant themes influenced by gamification: language learning and student motivation. The discernible evidence of a rising number of publications focusing on gamification and ESL within the examined literature highlights the growing significance of this intersection. This study holds practical implications for serious game designers, English language educators, and educational institutions.

Keywords


English as a second language, Gamification, Visualization, Bibliometric analysis

Full Text:

PDF

References


Mohd Lazim, N.F., Ali, A., Mohin, M., & Sidik, S.S. (2024). Incorporating gamification in second language learning: A bibliometric analysis. International Journal of Technology in Education (IJTE), 7(4), 829-845. https://doi.org/10.46328/ijte.980




DOI: https://doi.org/10.46328/ijte.980

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Abstracting/Indexing

Web of Science (ESCI) Index                        

                                    

  

International Journal of Technology in Education (IJTE) - ISSN:2689-2758

affiliated with

International Society for Technology, Education and Science (ISTES)

www.istes.org


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.