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dc.contributor.authorBehl, A
dc.contributor.authorJayawardena, N
dc.contributor.authorPereira, V
dc.contributor.authorIslam, N
dc.contributor.authorDel Giudice, M
dc.contributor.authorChoudrie, J
dc.date.accessioned2022-01-04T09:13:49Z
dc.date.issued2021-12-31
dc.date.updated2021-12-29T13:27:37Z
dc.description.abstractOver the last few years, gamification has sparked significant interest in both industry and academia. However, the focus of the debate has been mostly on game studies and humancomputer interaction (HCI). Even though games are increasingly being supplied as services to customers, few academic works have linked game studies to the service or marketing literature (Dikcius & Urbonavicius, 2020; Dukembay & Zhaksylyk, 2019). This paper presents an examination of the emerging trends of gamification and e-learning for young learners. The first section presents a text-based cluster bibliometric analysis based on 222 qualified articles published between 2015 and 2020. We conducted this analysis to identify the most prominent themes in the literature through cluster identification via the VOS viewer software. As the themes were found to be interlinked, the second section presents a systematic literature review based on a bibliometric analysis performed using the PRISMA method on 32 qualified articles. The findings highlighted the four major future research themes of personalization, game elements, learner styles, and learner engagement. Finally, we provide a future research agenda based on the theory, characteristics, context, and methodology (TCCM) framework. Our findings offer key insights aimed at enabling actors in education policy making and gamification-based software companies and agencies to identify the gamification techniques best suited for e-learning.en_GB
dc.identifier.citationVol. 176, article 121445
dc.identifier.doi10.1016/j.techfore.2021.121445
dc.identifier.urihttp://hdl.handle.net/10871/128252
dc.identifierORCID: 0000-0003-0515-1134 (Islam, Nazrul)
dc.language.isoenen_GB
dc.publisherElsevieren_GB
dc.rights.embargoreasonUnder embargo until 30 June 2023 in compliance with publisher policyen_GB
dc.rights© 2021 Published by Elsevier Inc. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dc.subjectgamificationen_GB
dc.subjecte-learningen_GB
dc.subjectyoung learnersen_GB
dc.subjectsystematic reviewen_GB
dc.subjectbibliometric analysisen_GB
dc.subjectfuture research agendaen_GB
dc.titleGamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agendaen_GB
dc.typeArticleen_GB
dc.date.available2022-01-04T09:13:49Z
dc.identifier.issn0040-1625
dc.descriptionThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this recorden_GB
dc.identifier.journalTechnological Forecasting and Social Changeen_GB
dc.relation.ispartofTechnological Forecasting and Social Change
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dcterms.dateAccepted2021-12-17
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2021-12-17
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2021-12-29T13:27:40Z
refterms.versionFCDAM
refterms.panelCen_GB


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© 2021 Published by Elsevier Inc. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  
Except where otherwise noted, this item's licence is described as © 2021 Published by Elsevier Inc. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/