Mapping Research Trends on the Effectiveness of Gamification in Physical Education and Sport Based on Bibliometric Analysis Using Scopus Baseline Data From 2020-2025

Authors

  • Carolus Wasa Universitas Musamus Merauke Author
  • Adi Sumarsono Universitas Musamus Merauke Author
  • Emanuel Lewar Universitas Musamus Merauke Author
  • Thadius Yambedoan Universitas Musamus Merauke Author

DOI:

https://doi.org/10.55927/93kksf63

Keywords:

Gamification, Research Trends, Physical Education and Sports

Abstract

Abstract must be This study analyzes the trend of gamification in Physical Education and Sport between 2020 and 2025 using qualitative bibliometric methods with the keywords ". gamification AND in AND physical AND education AND sport" Data collected from 19 documents in Scopus were analyzed using VOSviewer for trend mapping and bibliometric visualization. The results of the study show an increasing focus on the use of technology, with the implementation of digital tools and online platforms to enhance the learning experience. In addition, student motivation and engagement are dominant elements, with the implementation of competitions and rewards to improve learning outcomes. The study also notes the growth of international collaboration on this topic, although access to technology and resources in developing countries remains a challenge. Although the number of publications shows, Ferriz-Valero, A. emerged as the most prolific author. This study reveals that gamification in Physical Education and Sport continues to evolve, with contributions from various disciplines, and requires further research to address challenges and maximize potential in the field of sport gamification.

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2026-06-29

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