Digital Game-Based Learning in Education: A Visual Bibliometric Network Analysis

Gilang Maulana Jamaludin, Muhammad Japar, Mohamad Syarif Sumantri

Abstract


Digital Game-Based Learning (DGBL) has become an increasingly prominent area of research in the field of education. This study aims to map the development of DGBL research through a visual bibliometric network analysis using Scopus-indexed publications from 2004 to 2025. Using a quantitative descriptive approach, this research identifies publication trends, influential authors and institutions, research collaboration networks, and dominant keywords. The analysis was conducted using RStudio and visualized through co-authorship, co-citation, and keyword co-occurrence mapping. The findings show that DGBL studies have experienced consistent growth, with China being the most productive country and Computers and Education as the most influential journal. Prominent authors such as HWANG G-J and highly cited documents by Papastergiou (2009) highlight key contributions in the field. The results provide a comprehensive understanding of the DGBL research landscape and offer insights into potential directions for future exploration in game-based learning.

Keywords


Digital Game-Based Learning, Bibliometric Analysis, Network Visualization, Educational Technology, Research Trends

Full Text:

DOWNLOAD [PDF]

References


All, A., Castellar, E. P. N., & Van Looy, J. (2015). Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers & Education, 88, 29–37.

Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018a). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144.

Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018b). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144.

Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227.

Coleman, T. E., & Money, A. G. (2020). Student-centred digital game–based learning: a conceptual framework and survey of the state of the art. Higher Education, 79(3), 415–457.

Collins, A., & Halverson, R. (2018). Rethinking education in the age of technology: The digital revolution and schooling in America. Teachers College Press.

Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296.

Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23–38.

Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022a). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285.

Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022b). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285.

Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825–844.

Kalolo, J. F. (2019). Digital revolution and its impact on education systems in developing countries. Education and Information Technologies, 24, 345–358.

Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22, 2767–2804.

Ng, W. (2015). New digital technology in education. Switzerland: Springer.

Papadakis, S. (2018). The use of computer games in classroom environment. International Journal of Teaching and Case Studies, 9(1), 1–25.

Prensky, M. (2005). Computer games and learning: Digital game-based learning. Handbook of Computer Game Studies, 18(2005), 97–122.

Salainti, E., & Neman, M. I. E. (2024). Teachers’ Perception of Using Digital Game-Based Learning in Teaching and Learning Process. EDUKASIA: Jurnal Pendidikan Dan Pembelajaran, 5(1), 955–962.

Takeuchi, L. M., & Vaala, S. (2014). Level up Learning: A National Survey on Teaching with Digital Games. Joan Ganz Cooney Center at Sesame Workshop.

Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 184, 104518.

Umamah, A., & Saukah, A. (2022). Digital Game-Based Learning (DGBL): The voice of EFL university students and teachers. PASAA, 63(1), 279–314.

Zin, N. A. M., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers, 8(2), 322–333.

Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429–472.


Refbacks

  • There are currently no refbacks.


------------------

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

  

Proceeding of International Seminar on Student Research in Education, Science, and Technology already indexed: