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Gamifikasi Digital dalam Pembelajaran Pendidikan: Penelitian Pemetaan Peta Melalui Studi Bibliometrik Menggunakan Vosviewer | Fahmi | EduTech: Jurnal Ilmu Pendidikan dan Ilmu Sosial

Gamifikasi Digital dalam Pembelajaran Pendidikan: Penelitian Pemetaan Peta Melalui Studi Bibliometrik Menggunakan Vosviewer

Muhammad Khoirul Fahmi, Mandra Saragih, Pirman Ginting

Abstract


Tulisan ini bertujuan untuk mengetahui perkembangan penelitian mengenai penggunaan gamifikasi dalam proses pembelajaran dengan pendekatan studi bibliometrik menggunakan vosviewer. Gamifikasi adalah suatu pendekatan pembelajaran dengan menggunakan unsur-unsur dalam permainan atau video game dengan tujuan untuk memotivasi siswa dalam proses pembelajaran dan memaksimalkan perasaan senang dan keterlibatan dengan proses pembelajaran, selain itu media ini dapat digunakan untuk menangkap hal-hal yang menarik minat siswa dan menginspirasi mereka untuk terus melakukannya belajar. Data yang diperoleh dalam penelitian ini berasal dari pencarian jurnal Google Scholar melalui software Harzing's Publish or Perish dan terdapat 980 jurnal yang menjadi fokus data penelitian. Hasil penelitian menunjukkan kajian gamifikasi dalam dunia pembelajaran pertama kali diteliti pada tahun 1970. Juho Hamari menjadi peneliti paling aktif dalam melakukan kerjasama penelitian dengan total 35 dokumen dengan 54 link. Platform, Elemen Desain, dan Niat adalah kata-kata yang paling sering muncul. Topik gamifikasi paling sering muncul dalam penelitian di tahun 2016. Beberapa tema seperti efek motivasi, pendekatan inovatif, simulasi, publikasi merupakan topik yang minim diteliti sehingga hal ini akan membuka celah penelitian bagi peneliti selanjutnya untuk melakukan penelitian pada topik tersebut.


Keywords


Bibliometric, Digital, Gamification, Map Mapping, Vosviewer.

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References


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DOI: https://doi.org/10.30596/edutech.v9i1.14509

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