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Growth of game-based learning research in Latin American SciELO journals concentrated in gamification rather than in digital or immersive technology

Erica Cecilia Delbon, Chechudel@gmail.com, Dulce Aleli Modesto de la Rosa, Juan Ernesto Pérez-Pérez and Juan.perezp@unisimon.edu.co

SAP Gamification and Augmented Reality, 2024

Abstract: Introduction: The composition of game-based learning articles published in Latin American journals indexed in SciELO, and the change in their emphasis on digital and augmented technologies, had not been described. Methods: Cross-sectional bibliometric study with trend analysis of SciELO ArticleMeta records of 2012 to 2024. Candidates located in OpenAlex by journal ISSN were linked to ArticleMeta records, a core corpus was defined by dictionary rules and audited, articles were tagged by level, area and technology, topics were extracted with non-negative matrix factorization, and tag trends were estimated with logistic regression. Results: The core corpus had 478 articles in 187 journals (53.3% Spanish, 26.2% Portuguese, 20.5% English). Annual output climbed from 12 articles in 2012 to 90 in 2024. Higher education (24.5%) and health (21.1%) led. Gamification rose from 2.2% to 44.3% of the articles (odds ratio per year 1.32, 95% CI 1.21 to 1.44), digital technology stayed near 49% (odds ratio 0.98), and augmented or virtual reality appeared in 2.3% of the articles (odds ratio 1.36, 95% CI 0.98 to 1.89). The audit judged 87% of core records relevant. Conclusions: The growth of the regional literature came through gamification and not through digital or immersive technology, and the corpus rests on linked records with limits that the authors must verify.

Date: 2024
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr202427

DOI: 10.62486/gr202427

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