Global Trends and Impacts of Gamification in Language Learning: A Bibliometric Analysis
DOI:
https://doi.org/10.21512/lc.v18i2.12338Keywords:
gamification, language learning, bibliometric analysis, educational technology, VOSviewerAbstract
This research investigated global trends and impacts of gamification in language learning, focusing on how research in this area has evolved over the past two decades (2000–2024). A bibliometric approach was adopted, utilizing data from the Scopus database and applying the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) framework to identify and include 358 relevant articles systematically. The research employed bibliometric tools, VOSviewer and Bibliometrix, to analyze collaboration networks, keyword associations, and publication trends. The findings reveal significant growth in gamification research, with a sharp increase in publications between 2015 and 2020, driven by advancements in digital learning technologies. Countries like the United States, Spain, Indonesia, and Malaysia emerged as key contributors. Gamification enhanced motivation, engagement, and learning outcomes, particularly in vocabulary and grammar instruction, while its impact on speaking skills remains underexplored. Cultural, technological, and policy factors were found to influence the adoption of gamification, suggesting that localized strategies are essential for effective implementation. This research offers original insights into the global development and application of gamification in language learning. It highlights gaps that require further exploration, such as its use in advanced language skills and technology-limited settings. The findings provide practical implications for educators, curriculum developers, and policymakers to design inclusive and adaptive gamification strategies that address diverse educational contexts.
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