Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research

Rapid technological developments have made digital games an innovative and effective tool in improving the quality of learning, especially for students around the world. Although the use of digital games in higher education is increasing, in-depth research on this topic is still limited. Therefore,...

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Main Authors: Rohmani, I Wayan Distrik, Herpratiwi, Dina Maulina
Format: Article
Language:English
Published: Universitas Pendidikan Ganesha 2025-04-01
Series:Indonesian Journal of Educational Research and Review
Subjects:
Online Access:https://ejournal.undiksha.ac.id/index.php/IJERR/article/view/84455
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author Rohmani
I Wayan Distrik
Herpratiwi
Dina Maulina
author_facet Rohmani
I Wayan Distrik
Herpratiwi
Dina Maulina
author_sort Rohmani
collection DOAJ
description Rapid technological developments have made digital games an innovative and effective tool in improving the quality of learning, especially for students around the world. Although the use of digital games in higher education is increasing, in-depth research on this topic is still limited. Therefore, this study aims to analyze the use of digital games in the context of higher education and to fill the existing knowledge gap. The method used is bibliometric analysis, data sourced from the Scopus.com database, which is then analyzed using Zotero and VOSviewer software. Bibliometric analysis is used to identify trends, assess quality, and track developments. Data searches on the Scopus.com database produced 146 documents, 118 of which were selected based on predetermined criteria. The results of the analysis show that after 2015, there has been a significant increase in publications on digital games in the context of higher education, most of which were written by researchers from the United States, with 57 papers contributing 58.6% of citations. The journals "Internet and Higher Education" and "Computers in Human Behavior" emerged as the main sources with the highest number of citations, indicating high quality and scientific impact. Keyword analysis revealed that topics such as game-based learning, collaboration, and digital literacy are emerging research trends. The conclusions of this study underscore the significant potential of digital games as effective pedagogical tools and provide a foundation for further research in this area.
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institution Kabale University
issn 2621-4792
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language English
publishDate 2025-04-01
publisher Universitas Pendidikan Ganesha
record_format Article
series Indonesian Journal of Educational Research and Review
spelling doaj-art-b3882466063d4bcc990ebc0bdc87dfbc2025-08-20T03:36:23ZengUniversitas Pendidikan GaneshaIndonesian Journal of Educational Research and Review2621-47922621-89842025-04-018110.23887/ijerr.v8i1.84455Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future ResearchRohmani0I Wayan Distrik1Herpratiwi2Dina Maulina3Doktor Pendidikan FKIP Universitas Lampung, Bandar Lampung, IndonesiaDoktor Pendidikan FKIP Universitas Lampung, Bandar Lampung, IndonesiaDoktor Pendidikan FKIP Universitas Lampung, Bandar Lampung, IndonesiaDoktor Pendidikan FKIP Universitas Lampung, Bandar Lampung, IndonesiaRapid technological developments have made digital games an innovative and effective tool in improving the quality of learning, especially for students around the world. Although the use of digital games in higher education is increasing, in-depth research on this topic is still limited. Therefore, this study aims to analyze the use of digital games in the context of higher education and to fill the existing knowledge gap. The method used is bibliometric analysis, data sourced from the Scopus.com database, which is then analyzed using Zotero and VOSviewer software. Bibliometric analysis is used to identify trends, assess quality, and track developments. Data searches on the Scopus.com database produced 146 documents, 118 of which were selected based on predetermined criteria. The results of the analysis show that after 2015, there has been a significant increase in publications on digital games in the context of higher education, most of which were written by researchers from the United States, with 57 papers contributing 58.6% of citations. The journals "Internet and Higher Education" and "Computers in Human Behavior" emerged as the main sources with the highest number of citations, indicating high quality and scientific impact. Keyword analysis revealed that topics such as game-based learning, collaboration, and digital literacy are emerging research trends. The conclusions of this study underscore the significant potential of digital games as effective pedagogical tools and provide a foundation for further research in this area. https://ejournal.undiksha.ac.id/index.php/IJERR/article/view/84455digital gamesbibliometric analysiscollegefuture research
spellingShingle Rohmani
I Wayan Distrik
Herpratiwi
Dina Maulina
Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
Indonesian Journal of Educational Research and Review
digital games
bibliometric analysis
college
future research
title Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
title_full Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
title_fullStr Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
title_full_unstemmed Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
title_short Digital Game-Based Learning Innovation in Higher Education: Bibliometric Analysis and Recommendations for Future Research
title_sort digital game based learning innovation in higher education bibliometric analysis and recommendations for future research
topic digital games
bibliometric analysis
college
future research
url https://ejournal.undiksha.ac.id/index.php/IJERR/article/view/84455
work_keys_str_mv AT rohmani digitalgamebasedlearninginnovationinhighereducationbibliometricanalysisandrecommendationsforfutureresearch
AT iwayandistrik digitalgamebasedlearninginnovationinhighereducationbibliometricanalysisandrecommendationsforfutureresearch
AT herpratiwi digitalgamebasedlearninginnovationinhighereducationbibliometricanalysisandrecommendationsforfutureresearch
AT dinamaulina digitalgamebasedlearninginnovationinhighereducationbibliometricanalysisandrecommendationsforfutureresearch