Game-based Learning in Science Education: Bibliometric Analysis
DOI:
https://doi.org/10.58524/oler.v5i1.626Keywords:
Bbibliometric Analysis, Game-Based Learning, Science Learning.Abstract
Game-based Learning (GBL) in science education can increase students' interest, motivation, and involvement in the process of learning, so a more in-depth study of GBL through bibliometric analysis is needed. This study aims to analyze research trends on the application GBL in science education through bibliometric analysis from 2021-2024. This study employed bibliometric analysis to examine 349 English-language journal articles published from 2021 to 2024, which were retrieved from the Scopus database. Using VOSviewer, the analysis involved co-occurrence and keyword mapping to identify emerging research themes and publication trends. The results obtained 62 articles for further analysis through bibliometric review and visualization using VOSviewer. The trend of GBL research grows yearly, potentially increasing the number of publications the following year. The majority of GBL-related articles appear in respected international journals. This is also the reason for the article's high citation count. Indonesia ranks second in terms of GBL research. The visualization findings between GBL and science education demonstrate that various keywords under investigation emerged in the previous year. This further indicates a topic worth investigating further. The analysis results are based on the study topic, research location, type of research, and applications utilized in GBL, providing an overview for future researchers to undertake a more in-depth examination of the data. The main findings show that GBL may enhance the learning results of students in the context of science, providing insights into effective learning strategies that educators can adopt. These findings are expected to be used to formulate more innovative and effective educational practices and serve as a basis for further research in this area.
References
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Afikah, A., Astuti, S. R. D., Suyanta, S., Jumadi, J., & Rohaeti, E. (2022). Mobile learning in science education to improve higher-order thinking skills (HOTS) and communication skills: A systematic review. International Journal of Advanced Computer Science and Applications, 13(7), 698–704. https://doi.org/10.14569/IJACSA.2022.0130782
Al Faqih, M. V., Widiarni, A., Andini, N., Saregar, A., Sharov, S., & Faraj, B. M. (2023). Fisikawaii adventure: An effort to increase students’ learning participation through gamification and virtual reality. Online Learning in Educational Research (OLER), 3(2), 95–116. https://doi.org/10.58524/oler.v3i2.294
Aulia, W., Wicaksono, V. D., & Selviari, S. (2024). Peningkatan hasil belajar ipas materi sistem pencernaan manusia pada siswa kelas v melalui penerapan Game-based learning. Jurnal Ilmiah Pendidikan Dasar, 4(2), 361–366.
Avargil, S., Shwartz, G., & Zemel, Y. (2021). Educational escape room: break dalton’s code and escape! Journal of Chemical Education, 98(7). 2313–2322. https://doi.org/10.1021/acs.jchemed.1c00110
Badajos, S. J., Obsioma, T. K. E., Tungal, T. T. W., & Walag, A. M. P. (2023). Go carb deck: A card game for teaching classification of simple monosaccharides. Journal of Chemical Education, 100(12), 4619–4624. https://doi.org/10.1021/acs.jchemed.3c00595
Chen, P.-Y., Hwang, G.-J., Yeh, S.-Y., Chen, Y.-T., Chen, T.-W., & Chien, C.-H. (2021). Three decades of game-based learning in science and mathematics education: An integrated bibliometric analysis and systematic review. Journal of Computers in Education, 9(3), 455–476. https://doi.org/10.1007/s40692-021-00210-y
Creswell, JW, C. (2020). Desain penelitian: Pendekatan kualitatif, kuantitatif, dan metode campuran (edisi ke-5) (Issue 1). SAGE Publications.
Czok, V., Krug, M., Müller, S., Huwer, J., & Weitzel, H. (2023). Learning effects of augmented reality and game-based learning for science teaching in higher education in the context of education for sustainable development. Sustainability (Switzerland), 15(21). 15313. https://doi.org/10.3390/su152115313
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011 (Vol. 11). 9-15. https://doi.org/10.1145/2181037.2181040
Dzulkifly, S., Seng, W. Y., Yeh, L. H., Ibrahim, A. B., & Zhiqiang, S. (2025). Pantas.io: Game-based learning to cultivate programming skills for primary school students. Journal of Advanced Research in Applied Sciences and Engineering Technology, 50(1), 178–190. https://doi.org/10.37934/araset.50.1.178190
Erlina, Williams, D. P., Cane, C., Hairida, Ulfah, M., & Wafiq, A. F. (2024). Reconstructing perspectives: Investigating how molecular geometry cards (MGCards) and molecular model building (MMB) disrupt students’ alternative notions of molecular structure – a qualitative study. Chemistry Education Research and Practice. Advance Online Publication, 1(1), 14–16. https://doi.org/10.1039/D3RP00038A
Falah, J., Wedyan, M., Alfalah, S. F. M., Abu-Tarboush, M., Al-Jakheem, A., Al-Faraneh, M., Abuhammad, A., & Charissis, V. (2021). Identifying the characteristics of virtual reality gamification for complex educational topics. Multimodal Technologies and Interaction, 5(9). 53-54 https://doi.org/10.3390/mti5090053
Febrianti, V. P., Permata, T. A., Humairoh, M., Putri, O. M., Amelia, L., Fatimah, S., & Khastini, R. O. (2021). Analisis pengaruh perkembangan teknologi pertanian di era revolusi industri 4.0 terhadap hasil produksi padi. Jurnal Pengolahan Pangan, 6(2), 54–60. https://doi.org/10.31970/pangan.v6i2.50
Firdianika, F., Joharmwan, R., & Yulistiadi, G. (2023). Pengaruh pendekatan STEAM-GBL dengan terhadap peningkatan prestasi belajar IPA siswa. Jurnal MIPA Dan Pembelajarannya, 3(9), 1–6.
Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415. https://doi.org/10.1073/pnas.1319030111
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Comput. Entertain., 1(1), 20. https://doi.org/10.1145/950566.950595
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A Literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 1 (1) 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Hamidah, I., Sriyono, S., & Hudha, M. N. (2020). A bibliometric analysis of covid-19 research using VOSviewer. Indonesian Journal of Science and Technology, 2507(2), 1–9. https://doi.org/10.17509/ijost.v5i2.24522
Handiyani, M., & Abidin, Y. (2023). Peran guru dalam membina literasi digital peserta didik pada konsep pembelajaran abad 21. Jurnal Elementaria Edukasia, 6, 408–414. https://doi.org/10.31949/jee.v6i2.5360
Hendrick, A. D., Jupit, A. J. R., & Nordin, A. I. (2025). Empowering youth through play: Promoting awareness of sexual grooming among schoolchildren through game-based learning. Journal of Advanced Research in Applied Sciences and Engineering Technology, 51(2), 34–44. https://doi.org/10.37934/araset.51.2.3444
Hermawan, M. R., & Suharto, Y. (2025). Pemanfaatan aplikasi quizwhizzer untuk menumbuhkan minat belajar siswa pada model pembelajaran berbasis permainan. Journal of Language Literature and Arts, 5(2). 140-149. https://doi.org/10.17977/um064v5i22025p140-149
Hosseini, H., Hartt, M., & Mostafapour, M. (2019). Learning IS child’s play: Game-based learning in computer science education. ACM Trans. Comput. Educ., 19(3), 1-18. https://doi.org/10.1145/3282844
Hudha, M. N., Hamidah, I., Permanasari, A., Abdullah, A. G., Rachman, I., & Matsumoto, T. (2020). Low carbon education: A review and bibliometric analysis. European Journal of Educational Research, 9(1), 319–329. https://doi.org/10.12973/eu-jer.9.1.319
Huizenga, J. C., ten Dam, G. T. M., Voogt, J. M., & Admiraal, W. F. (2017). Teacher perceptions of the value of game-based learning in secondary education. Computers & Education, 110(1), 105–115. https://doi.org/10.1016/j.compedu.2017.03.008
Indriyani, V., Triana, H., Nurjanah, A., & Putri, D. A. (2024). Game-oriented problem exploration ( GOPE ) model in language learning : A Teacher ’ s View. AL-Ishlah. Jurnal Pendidikan, 16(4), 5254–5264. https://doi.org/10.35445/alishlah.v16i4.5988
Islam, K. R., Komalasari, K., Masyitoh, I. S., Juwita, J., & Adnin, I. (2024). Pengaruh model pembelajaran game-based learning terhadap motivasi belajar peserta didik. Ideas: Jurnal Pendidikan, Sosial, Dan Budaya, 10(3), 619. https://doi.org/10.32884/ideas.v10i3.1640
Johnson, R. Burke, & Onwuegbuzie, Anthony J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Researcher, 33(7), 14–26. https://doi.org/10.3102/0013189X033007014
Juhanaini, J., Rizqita, A. J., Bela, M. R. W. A. T., Hernawati, T., Qolbi, I. N., & Khimmataliyev, D. O. (2025). Android-based technology: Development of game-based learning media based on the results of analysis of arithmetic learning difficulties. Journal of Advanced Research in Applied Sciences and Engineering Technology, 48(1), 1–28. https://doi.org/10.37934/araset.48.1.128
Ke, F. (2014). An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing. Computers & Education, 73(1), 26–39. https://doi.org/10.1016/j.compedu.2013.12.010
Kieferle, S., Devetak, I., Essex, J., Hayes, S., Stojanovska, M., Mamlok-Naaman, R., & Markic, S. (2024). A rising tide lifts all boats? The model of differentiation as a tool for diversity in science toward social inclusion. Journal of Chemical Education, 101(3), 8-13. https://doi.org/10.1021/acs.jchemed.3c00550
Kucher, T. (2021). Principles and best practices of designing digital game-based learning environments. International Journal of Technology in Education and Science, 5(2), 213–223. https://doi.org/10.46328/ijtes.190
Lameras, P., Arnab, S., de Freitas, S., Petridis, P., & Dunwell, I. (2021). Science teachers’ experiences of inquiry-based learning through a serious game: A phenomenographic perspective. Smart Learning Environments, 8(1), 7-9. https://doi.org/10.1186/s40561-021-00152-z
Lee, S. W. Y., Shih, M., Liang, J. C., & Tseng, Y. C. (2021). Investigating learners’ engagement and science learning outcomes in different designs of participatory simulated games. British Journal of Educational Technology, 52(3), 1197–1214. https://doi.org/10.1111/bjet.13067
Misbah, M., Hamidah, I., Sriyati, S., & Samsudin, A. (2022). a Bibliometric analysis: Research trend of critical thinking in science education. Journal of Engineering Science and Technology, 17, 118–126.
Mohd, N. I., Ali, K. N., Fauzi, A. F. A. A., & Ebrahimi, S. S. (2018). Serious game attributes for the construction of a hazard identification framework. International Journal of Interactive Mobile Technologies, 12(7), 60–69. https://doi.org/10.3991/ijim.v12i7.9647
Nelson, T., & Hewis, J. (2025). Clinical decision making through game-based learning: Observations within a Radiography Escape Room. Journal of Medical Imaging and Radiation Sciences, 56(3), 101868. https://doi.org/10.1016/j.jmir.2025.101868
Nkadimeng, M., & Ankiewicz, P. (2022). The affordances of minecraft education as a game-based learning tool for atomic structure in junior high school science education. Journal of Science Education and Technology, 31(5), 605–620. https://doi.org/10.1007/s10956-022-09981-0
Perdana, E. Y., Windayani, N., & Irwansyah, F. S. (2023). Alkaan speil game: Encouraging higher-order thinking in alkane learning material. Online Learning in Educational Research (OLER), 3(2), 59–70. https://doi.org/10.58524/oler.v3i2.217
Pondee, P., Panjaburee, P., & Srisawasdi, N. (2021). Preservice science teachers’ emerging pedagogy of mobile game integration: a tale of two cohorts improvement study. Research and Practice in Technology Enhanced Learning, 16(1), 16. https://doi.org/10.1186/s41039-021-00152-0
Pratiwi, N. I., Misbah, M., Miriam, S., Harto, M., & Muhammad, N. (2022). Model of Discovery learning in science learning: Bibliometric analysis of the current state of the art and perspectives. Journal of Mathematics Science and Computer Education, 2(2), 114. https://doi.org/10.20527/jmscedu.v2i2.6804
Putra, F. G., Lengkana, D., Sutiarso, S., Nurhanurawati, Saregar, A., Diani, R., Widyawati, S., Suparman, Imama, K., & Umam, R. (2024). Mathematical representation: A bibliometric mapping of the research literature (2013–2022). Infinity Journal, 13(1), 1–26. https://doi.org/10.22460/infinity.v13i1.p1-26
Qondias, D., Dhera, M. M., Pawe, Y. M., Owa, Y. K., & Laksana, D. N. L. (2023). Peran multimedia pembelajaran untuk meningkatkan hasil belajar IPA siswa sekolah dasar. Mimbar PGSD Flobamorata, 1(3), 118-126. https://doi.org/10.51494/mpf.v1i3.1050
Ryan, R. ., & Deci, E. . (2020). Self-determination theory. American Psychologist, 55(1), 296–312. https://doi.org/10.4324/9780429052675-23
Saba, S. S. (2024). Pemanfaatan game edukasi untuk meningkatkan minat dan pemahaman siswa dalam pembelajaran sains. JSE: Journal Sains and Education, 2(2), 33–39. https://doi.org/10.62872/p3hxqz12
Safitri, D., Awalia, S., Sekaringtyas, T., Nuraini, S., Lestari, I., Suntari, Y., Marini, A., Iskandar, R., & Sudrajat, A. (2022). Improvement of student learning motivation through word-wall-based digital game media. International Journal of Interactive Mobile Technologies, 16(6), 188–205. https://doi.org/10.3991/ijim.v16i06.25729
Saputra, H., Utami, L. F., & Purwanti, R. D. (2023). Era baru pembelajaran matematika: Menyongsong society 5.0. Indiktika : Jurnal Inovasi Pendidikan Matematika, 5(2), 146–157. https://doi.org/10.31851/indiktika.v5i2.11155
Saraiva, E., Faria, F., Ferreira, C., & Azevedo, M. (2024). Education for sustainability through field activities and game-based tasks. Journal of Teacher Education for Sustainability, 26, 119–140. https://doi.org/10.2478/jtes-2024-0008
Saregar, A., Sunyono, Haenilah, E. Y., Hariri, H., Putra, F. G., Diani, R., Misbah, & Umam, R. (2022). Natural disaster education in school: A bibliometric analysis with a detailed future insight overview. International Journal of Educational Methodology, 8(4), 743–757. https://doi.org/10.12973/ijem.8.4.743
Sari, D. W., Herdawan, D., Kurniawan, F. S., Marselia, & Anggoro, R. (2025). Polimarlish.id, a game-based learning website to meet the standard marine communication phrases proficiency. Journal of Education and Learning, 19(2), 1095–1102. https://doi.org/10.11591/edulearn.v19i2.21361
Sari, K., Rusfandi, R., & Herawati, S. (2024). Exploring the use of game-based ice-breaking activities by english teachers during the teaching and learning process. Journal of English Language and Education, 9(1), 2024.
Shute, V. J., & Rahimi, S. (2021). Stealth assessment of creativity in a physics video game. Computers in Human Behavior, 116(1), 106647. https://doi.org/10.1016/j.chb.2020.106647
Situmorang, R. P., Suwono, H., Munzil, Susanto, H., Chang, C. Y., & Liu, S. Y. (2024). Learn biology using digital game-based learning: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(6), em2459. https://doi.org/10.29333/EJMSTE/14658
Trimawati, K., Kirana, T., & Raharjo, R. (2020). Pengembangan instrumen penlilaian IPA Terpadu dalam pembelajaran model project based learning (PJBL). Quantum: Jurnal Inovasi Pendidikan Sains, 11(1), 36–52. http://dx.doi.org/10.20527/quantum.v11i1.7606
Wang, Y-Y., Wang, Y-S., & Jian, S-E. (2019). Investigating the determinants of students’ intention to use business simulation games. Journal of Educational Computing Research, 58(2), 433–458. https://doi.org/10.1177/0735633119865047
Yachin, T., & Barak, M. (2023). Science-based educational escape games: A game design methodology. Research in Science Education, 54, 1–15. https://doi.org/10.1007/s11165-023-10143-4
Yuan, Y., Zhang, Z., & Zhao, Y. (2022). Technology and education: A study of the impact of educational video games on physics teaching. Proceedings of the 2021 International Conference on Education, Language and Art (ICELA 2021), 637(1), 382–387. https://doi.org/10.2991/assehr.k.220131.070
Zourmpakis, A. I., Kalogiannakis, M., & Papadakis, S. (2023). Adaptive gamification in science education: An analysis of the impact of implementation and adapted game elements on students’ motivation. Computers, 12(7), 143. https://doi.org/10.3390/computers12070143
Zubaidah, S., & Ninglasari, S. (2021). Analisis bibliometrik perkembangan penelitian manajemen risiko pengelolaan wakaf produktif. Al-Awqaf Jurnal Wakaf Dan Ekonomi Islam, 13, 163–176. https://doi.org/10.47411/al-awqaf.v13i2
Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18, 429–472. https://doi.org/10.1177/1094428114562629
Downloads
Published
Issue
Section
License
Online Learning in Educational Research is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Online Learning in Educational Research agree to the following terms:
Copyright Retention: Authors retain the copyright of their work without any restrictions.
Publishing Rights: Authors retain the right to publish and distribute their work without any restrictions.
License Agreement: By publishing with Online Learning in Educational Research, authors agree that their work will be licensed under the Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA). This license allows others to share and adapt the work, provided that appropriate credit is given, any changes are indicated, and the new creations are licensed under the same terms.
