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.

Full Text:

PDF

References


Almerich, G., Su´ arez, J., Orellana, N., Belloch, C., Bo, R., & Gastaldo, I. (2005). Diferencias en los conocimientos de los recursos tecnologicos ´ en profesores a partir del g´enero, edad y tipo de centro.

Al-Tarawneh, M. Q., & Osam, U. V. (2019). Tourism English training at the tertiary level in Jordan: Reality and expectations from a university context. Journal of Hospitality, Leisure, Sports and Tourism Education, 24, 155–167.

Ali, F., Nair, P. K., & Hussain, K. (2016). An assessment of students’ acceptance and usage of computer supported collaborative classrooms in hospitality and tourism schools. Journal of Hospitality, Leisure, Sports and Tourism Education, 18, 51–60.

Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues In Education Research (CIER), 7(4), 291–298.

Barber, C. S. (2018). 3D game lab: Rezzly heroic learning. The Academy of Management Learning and Education, 17(1), 114–117. https://doi-org.bibproxy.ulpgc.es/10. 5465/amle.2017.0419.

Barber, C., & Smutzer, K. (2017). Leveling for success: Gamification in IS education. Boston: Twenty-third Americas Conference on Information Systems.

Cheong, C., Filippou, J., & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233–244.

Chiao, H. M., Chen, Y. L., & Huang, W. H. (2018). Examining the usability of an online virtual tour-guiding platform for cultural tourism education. Journal of Hospitality, Leisure, Sports and Tourism Education, 23, 29–38.

D’Mello S, Calvo RA. Beyond the basic emotions: what should affective computing compute?. In: Proceedings of the CHI’13 extended abstracts on human factors in computing systems. ACM; 2013. p. 2287–94.

De Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on applied computing (pp. 216–222). ACM.

Dey, S., & Eden, R. (2016). Gamification: An emerging trend. In Pacific asia Conference on information systems (PACIS 2016), 28 june -1 july 2016, chiayi, taiwan.

Fotiadis, A. K., & Sigala, M. (2015). Developing a framework for designing an events management training simulation (EMTS). Journal of Hospitality, Leisure, Sports and Tourism Education, 16, 59–71.

Hakak, Saqib; Noor, Nurul Fazmidar Mohd; Ayub, Mohamad Nizam; Affal, Hannyzurra; Hussin, Nornazlita; ahmed, Ejaz; Imran, Muhammad (2019). Cloud-assisted gamification for education and learning – Recent advances and challenges. Computers & Electrical Engineering, 74(), 22–34. doi:10.1016/j.compeleceng.2019.01.002

Hamari, J., & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - a literature review of empirical studies on gamification. In Proceedings of the annual Hawaii international conference on system sciences (pp. 3025–3034).

Hudha, Muhammad Nur, et al. 2020. Low Carbon Education: A Review and Bibliometric Analysis. European Journal of Educational Research 9, no. 1: 319–29, URL: https://doi.org/10.12973/eu-jer.9.1.319. Diaksese pada tanggal 20 Agustus 2022.

Iosup, A., & Epema, D. (2014). An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 27–32). ACM.

Rahman MNA, Saidu AN, Kadir MFA, Shamsudin SN, Saany SIA. A gamification model for resource sharing in Malaysian schools using cloud computing platform. In: Proceedings of the international conference on intelligent systems design and applications. Springer; 2016. p. 406–16.

Said Echchakoui. 2020. Why and How to Merge Scopus and Web of Science during Bibliometric Analysis: The Case of Sales Force Literature from 1912 to 2019. Journal of Marketing Analytics, Vol.8, 165–184, https://doi.org/10.1057/s41270-020-00081-9.

Schobel, ¨ S., Sollner, ¨ M., & Leimeister, J. M. (2016). The agony of choice – analyzing user preferences regarding gamification elements in learning management systems. In International conference (pp. 1–21).

Sidiq, M. (2019). Panduan Analisis Bibliometrik Sederhana. URL: https://doi.org/10.13140/RG.2.2.15688.37 125. Diaksese pada tanggal 20 Agustus 2022.

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.

Yuberti dan Saregar Antomi. 2017. Metodologi Penelitan Pendidikan Matematika Dan Sains (Bandar Lampung: Anugrah Utama Raharja (AURA). 36 Hernández-Torrano and Ibrayeva, “Creativity and Education: A Bibliometric Mapping of the Research Literature (1975–2019).”

Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17–36.




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

Refbacks

  • There are currently no refbacks.