Gamification in higher education has become a noteworthy subject recently, with the aim of transforming traditional educational approaches and having a positive effect. A systematic bibliometric review was conducted to identify six clusters related to this academic topic, including general overview, educational technologies, innovation of methods, external equipment and learning strategies. Self-determination theory, learning motivation, and flow theory are the main theories, and developed countries are the most researched regions.
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Hu et al. (2024) studied this question.
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