Educational Gamification from 1995 to 2020: A bibliometric analysis.
Zhanni LuoPublished in: ICDEL (2021)
Keyphrases
- genetic algorithm
- bibliometric analysis
- social sciences
- search based software engineering
- serious games
- educational games
- user experience
- game design
- educational technology
- multi objective
- learning technologies
- distance education
- learning design
- e learning
- technology enhanced learning
- educational systems
- virtual environment
- computer science
- lifelong learning
- real world
- web based learning
- learning analytics
- multimedia
- metadata