Gamification in Science Education: Mapping a decade of research through Bibliometric analysis
Abstract
Purpose This study conducts a bibliometric analysis of gamification in science education from 2014 to 2025, highlighting its growth, trends, and research contributions.Design The analysis is based on 95 peer-reviewed articles retrieved from Web of Science and Scopus databases. It maps research output, key themes, and leading contributors in the field.Findings The results reveal an annual growth rate of 23.28% and considerable citation impact, reflecting increasing scholarly interest in the field of gamification. Thematic analysis shows the frequent use of keywords like ‘gamification’, ‘science education’ and ‘game-based learning’. The United States, China, and Spain are leading contributors, with collaborations remaining mostly regional. Gamification strategies in science education include badges, quizzes, virtual reality, and narrative-driven tasks, which enhance engagement, motivation, and learning outcomes. However, challenges such as excessive competition and distraction persist. The findings emphasize the need for thoughtfully structured and well-designed gamification approaches to optimize benefits and minimize the drawbacks of game-based learning.Originality/Value This study addresses a critical gap by providing a systematic bibliometric analysis of gamification in science education from 2014 to 2025. It maps research growth, trends, and thematic hotspots, offering empirical insights that prior theoretical reviews lacked. The findings guide educators, policymakers, and researchers in designing context-sensitive gamified learning strategies.
Fields of Study & Subjects
Educational Games and Gamification
Technology-Enhanced Education Studies
Blockchain Technology in Education and Learning
Publication details
- Journal / source
- Research in Science & Technological Education
- Publisher
- Informa UK Limited
- Pages
- 1–28
- Publication date
- 9 January 2026
- Language
- EN