Bibliometric analysis: Trends of gamification in physics learning from 2019 to 2023

Surya Haryandi, Rossy Arlinda, Misbah Misbah, Muhdi Harto, Nurlaela Muhammad, Sunardi Sunardi

Abstract

This research aims to analyze research trends related to the topic of Gamification from 2019 to 2023* through bibliometric analysis using the Scopus database. Based on the criteria, 56 articles were obtained from 326 documents. These articles have been translated from international journals indexed by Scopus. The selection references were then managed using reference management software, namely Mendeley. After working on the database, this research classifies and visualizes it using VOSviewer software. The results indicate that Gamification research is gradually increasing every year. The United States, China and Japan contribute the most research globally. Visualizing gamification research trends for 2019-2023* reveal six clusters. The results of this research can support researchers regarding Gamification research trends worldwide and provide direction for further research. Overall, these reflections provide an excellent reference point for further research on Gamification.

References

Aguiar-Castillo, L., Hernández-López, L., De Saá-Pérez, P., & Pérez-Jiménez, R. (2020). Gamification as a motivation strategy for higher education students in tourism face-to-face learning. Journal of Hospitality, Leisure, Sport and Tourism Education, 27(September). https://doi.org/10.1016/j.jhlste.2020.100267
Ahmed, H. D., & Asiksoy, G. (2021). The effects of gamified flipped learning method on student’s innovation skills, self-efficacy towards virtual physics lab course and perceptions. Sustainability (Switzerland), 13(18), 1–18. https://doi.org/10.3390/su131810163
Aini, Q., Yusup, M., Santoso, N. P. L., Ramdani, A. R., & Rahardja, U. (2021). Digitalization Online Exam Cards in the Era of Disruption 5.0 using the DevOps Method. Journal of Educational Science and Technology (EST), 7(1), 67–75. https://doi.org/10.26858/est.v7i1.18837
Amalia, S. H., Purwanto, A., Eko Risdianto, dan, Studi Pendidikan Fisika Universitas Bengkulu, P., Supratman, J. W., Limun, K., & Bangka Hulu, M. (2024). Pengembangan Media Pembelajaran Game Edukasi Fisika (GEMIKA) Berbantuan Wordwall Untuk Meningkatkan Motivasi Belajar Siswa SMA. Jurnal Penelitian Pembelajaran Fisika, 15(2), 222–232. https://doi.org/10.26877/jp2f.v15i2.18099
Anh, T. T. N., Duy, N. N., & Nguyen, N. T. (2021). Effectiveness of Kahoot on Exam Scores in Physics of High-School Students: a Case Study in Vietnam. Journal of Legal, Ethical and Regulatory Issues, 24(Special Issue 1), 1–12.
Annisa, N., Rikayana, A. E., Cahyo, S. D., Pambudi, S., Wijayanti, M., Yuniarti, Y., Zayadi, N. H. B., Adlawan, H. A., & Sukardi, R. R. (2023). Prospective elementary school teachers perceptions on the use of technology in natural science learning. Journal of Environment and Sustainability Education, 1(1), 27–35. https://doi.org/10.62672/joease.v1i1.7
Arlen, S. R., Astuti, I. A. D., Fatahillah, F., & Purwanti, P. (2020). Pengaruh Media Pembelajaran Fisika Menggunakan Aplikasi Appypie Terhadap Hasil Belajar Fisika Siswa di SMK. Schrodinger Jurnal Ilmiah Mahasiswa Pendidikan Fisika, 1(1), 44–49. https://doi.org/10.30998/sch.v1i1.3073
Ayudha, C. F. H., & Setyarsih, W. (2021). Studi Literatur : Analisis Praktik Pembelajaran Fisika Di Sma Untuk Melatih Keterampilan Pemecahan Masalah. Jurnal Pendidikan Fisika Undiksha, 11(1), 16. https://doi.org/10.23887/jjpf.v11i1.33427
Badryatusyahryah, Nf., Winarsih, M., Kustandi, C., & Putro, P. A. (2022). Penerapan Gamifikasi Dalam Pendidikan Fisika: Suatu Studi Literatur Sistematis. Kwangsan: Jurnal Teknologi Pendidikan, 10(2), 283. https://doi.org/10.31800/jtp.kw.v10n2.p283--301
Cheng, M., Su, C. Y., & Kinshuk, C. Y. (2021). Integrating Smartphone-Controlled Paper Airplane Into Gamified Science Inquiry for Junior High School Students. Journal of Educational Computing Research, 59(1), 71–94. https://doi.org/10.1177/0735633120953598
Desiana, R., Muliyati, D., & Susanti, D. (2023). E-Learning Gamifikasi Pada Materi Pemanasan Global. XI, 187–194. https://doi.org/10.21009/03.1102.pf26
Dewi, I. S., & Jauhariyah, M. N. R. (2021). Analisis Bibliometrik Implementasi Pembelajaran Fisika Berbasis STEM pada Tahun 2011-2021. Jurnal Ilmiah Pendidikan Fisika, 5(3), 368. https://doi.org/10.20527/jipf.v5i3.3904
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0042-5
Ekawati, N. E. (2018). Penerapan Blended Learning dengan Aplikasi Edmodo Berbasis Strategi Pembelajaran PDEODE Untuk Meningkatkan Prestasi Belajar Siswa. Formatif: Jurnal Ilmiah Pendidikan MIPA, 8(1), 7–16.
Firdaus, R., & Faisal, M. (2021). Pengabdian Pada Perguruan Tinggi: Publikasi Gamifikasi Dalam Pendidikan. ADI Pengabdian Kepada Masyarakat, 2(1), 19–25. https://doi.org/10.34306/adimas.v2i1.472
Forndran, F., & Zacharias, C. R. (2019). Gamified experimental physics classes: A promising active learning methodology for higher education. European Journal of Physics, 40(4). https://doi.org/10.1088/1361-6404/ab215e
Gómez-Espina, R., Rodriguez-Oroz, D., Chávez, M., Saavedra, C., & Bravo, M. J. (2019). Assessment of the socrative platform as an interactive and didactic tool in the performance improvement of STEM University students. Higher Learning Research Communications, 9(2). https://doi.org/10.18870/hlrc.v9i2.438
Groening, C., & Binnewies, C. (2019). “Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance. Computers in Human Behavior, 97, 151–166. https://doi.org/10.1016/j.chb.2019.02.026
Hakim, Lukman. (2021). Transformasi Pendidikan Agama Islam : Strategi Dan Adaptasi Pada Era Revolusi Industri 4 . 0. Jurnal Education and Development, 9(4), 760–766.
Hakim, Lukmanul. (2020). Analisis Bibliometrik Penelitian Inkubator Bisnis pada Publikasi Ilmiah Terindeks Scopus. Procuratio: Jurnal Ilmiah Manajemen, 8(2), 176–189. https://www.ejournal.pelitaindonesia.ac.id/ojs32/index.php/PROCURATIO/article/view/677
Haryani, H., Wahid, S. M., Fitriani, A., & Ariq, M. faris. (2023). Analisa Peluang Penerapan Teknologi Blockchain dan Gamifikasi pada Pendidikan. Jurnal MENTARI: Manajemen, Pendidikan Dan Teknologi Informasi, 1(2), 163–174. https://doi.org/10.34306/mentari.v1i2.250
Heliawati, L., Lidiawati, L., & Pursitasari, I. D. (2022). Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning. International Journal of Evaluation and Research in Education, 11(3), 1435–1444. https://doi.org/10.11591/ijere.v11i3.22168
Indriasari, T. D., Luxton-Reilly, A., & Denny, P. (2020). Gamification of student peer review in education: A systematic literature review. Education and Information Technologies, 25(6), 5205–5234. https://doi.org/10.1007/s10639-020-10228-x
Januar, M. C. (2023). PERSEPSI SISWA TERHADAP GAMIFIKASI QUIZIZZ DALAM PEMBELAJARAN PPKN DI SMKN 1 SERANG. AoEJ: Academy of Education Journal, 14(2), 348–358.
Jasni, S. R., Zailani, S., & Zainal, H. (2019). Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab. Journal of Fatwa Management and Research, 358–367. https://doi.org/10.33102/jfatwa.vol13no1.165
Juminah, J. (2017). Pengaruh Task Commitment dan Locus Of Control terhadap Prestasi Belajar Matematika. JKPM (Jurnal Kajian Pendidikan Matematika), 2(1), 45. https://doi.org/10.30998/jkpm.v2i1.1894
Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6.
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 1–36. https://doi.org/10.3390/educsci11010022
Kapp, K. M. (2012). The gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pennsylvania: Pfeiffer.
Khairunnisa, G. F., & Ilmi, Y. I. N. (2020). Media Pembelajaran Matematika Konkret Versus Digital: Systematic Literature Review di Era Revolusi Industri 4.0. Jurnal Tadris Matematika, 3(2), 131–140. https://doi.org/10.21274/jtm.2020.3.2.131-140
Kiemeneij, W., de Putter, L., & Koopman, M. (2023). Learning biophysics with open simulations. Physics Education, 58(2). https://doi.org/10.1088/1361-6552/aca7f6
Knutas, A., van Roy, R., Hynninen, T., Granato, M., Kasurinen, J., & Ikonen, J. (2019). A process for designing algorithm-based personalized gamification. Multimedia Tools and Applications, 78(10), 13593–13612. https://doi.org/10.1007/s11042-018-6913-5
Kristanto, Y. D. (2020). Upaya Peningkatan Kualitas Pembelajaran Matematika Melalui Flipped Classroom dan Gamifikasi: Suatu Kajian Pustaka. PRISMA, Prosiding Seminar Nasional Matematika, 3, 266–278.
Laeli, S., Okimustava, O., & Kurniasari, E. (2022). Kajian Model Problem Based Learning Berbasis Gamifikasi Wordwall Untuk Pembelajaran Fisika Di Masa New Normal. … Edukasi Matematika Dan …, 3(2), 1–7.
Lathwesen, C., & Belova, N. (2021). Escape rooms in stem teaching and learning—prospective field or declining trend? A literature review. Education Sciences, 11(6). https://doi.org/10.3390/educsci11060308
Lestari, Syafril, S., Latifah, S., Engkizar, E., Damri, D., Asril, Z., & Yaumas, N. E. (2021). Hybrid learning on problem-solving abiities in physics learning: A literature review. IOP Conference Series: Earth and Environmental Science, 1796(1). https://doi.org/10.1088/1742-6596/1796/1/012021
Lutfiani, N., Sunarya, P. A., Millah, S., & Aulia Anjani, S. (2022). Penerapan Gamifikasi Blockchain dalam Pendidikan iLearning. Technomedia Journal, 7(3), 399–407. https://doi.org/10.33050/tmj.v7i3.1958
Machmuda, A., Burhanudin, M. A., Ahman, E., & Mulyadi, H. (2022). Teaching Factory In Vocational Highschool : Bibliometric Analysis. Jurnal Pendidikan Ekonomi Undiksha, 14(1), 63–71. https://doi.org/10.23887/jjpe.v14i1.42385
Mahendra, C., Prabowo, R. E., Paath, D. K., Mili, W. N., & Annawati, B. D. (2023). Gamifikasi dalam Pendidikan STEM : Transformasi Pembelajaran dan Pemberdayaan Siswa menuju Industri 5 . 0. Inovasi Pendidikan Fisika, 12(3), 92–100.
Marisa, F., Akhiriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2022). Terakreditasi SINTA Peringkat 4 Gamifikasi (Gamification) Konsep dan Penerapan. Journal Of Information Technology And Computer Science, 7(1), 219–228.
Martinez, E., Alvarez, J., Carbonell, V., Florez, M., & Montoya, E. (2023). Escaping the Lab: Increasing Motivation in the Physics Classroom Through Educational Escape Rooms. Romanian Reports in Physics, 75(1), 1–7.
Merigó, J. M., & Yang, J.-B. (2017). A bibliometric analysis of operations research and management science. Omega, 73, 37–48. https://doi.org/https://doi.org/10.1016/j.omega.2016.12.004
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. https://jestec.taylors.edu.my/Special Issue ICMScE2022/ICMScE2022_15.pdf
Mukarromah, T. T., & Agustina, P. (2021). Gamifikasi Berbasis Aplikasi dan Pembelajaran Anak Usia Dini. Edukids: Jurnal Pertumbuhan, Perkembangan, Dan Pendidikan Anak Usia Dini, 18(1), 18–27. https://doi.org/10.17509/edukids.v18i1.33338
Mulia, H. G., Nurlaila, I., Afifah, Naufal, M., & Ali, A. W. S. (2023). Pengaruh Gamfikasi terhadap Keaktifan Peserta Didik dalam Pembelajaran Maharah Bahasa Arab. NBER Working Papers, 89.
Mulyani, T. (2019). Pendekatan Pembelajaran STEM untuk menghadapi Revolusi Industry 4.0. Seminar Nasional Pascasarjana 2019, 7(1), 455–460.
Nuraeni, A., & Rosana, D. (2023). The development of e-module optical physics instruments based on Creative Problem Solving (CPS) for improving high school students’ digital literacy. Journal of Environment and Sustainability Education, 1(2), 50–63. https://doi.org/10.62672/joease.v1i2.17
Nurcholiq, M. (2019). Desain Pengembangan Kurikulum Madrasah Aliyah Unggulan Di Era Revolusi Industri 4.0. Journal PIWULANG, 1(2), 208. https://doi.org/10.32478/piwulang.v1i2.247
Oo, S., Iriantara, Y., & Handayani, S. (2022). Ancaman Ataupeluang Globalisasi Pendidikan Dalamperubahan Kebijakan Pendidikan. AS-SALAM Jurnal Ilmiah Ilmu-IlmuKeislaman, 7(1), 14–24.
Pambudi, I., Pradana, F., & Bachtiar, F. A. (2019). Pengembangan Sistem Pembelajaran Bahasa Inggris Menggunakan Pendekatan Gamifikasi. Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, 3(6), 5910–5916.
Pardo-Baldoví, M. I., San Martín-Alonso, Á., & Peirats-Chacón, J. (2023). The Smart Classroom: Learning Challenges in the Digital Ecosystem. Education Sciences, 13(7). https://doi.org/10.3390/educsci13070662
Pietrapertosa, F., Tancredi, M., Salvia, M., Proto, M., Pepe, A., Giordano, M., Afflitto, N., Sarricchio, G., Di Leo, S., & Cosmi, C. (2021). An educational awareness program to reduce energy consumption in schools. Journal of Cleaner Production, 278. https://doi.org/10.1016/j.jclepro.2020.123949
Pradnyana, I. K. A., Pradnyana, I. M. A., & Suyasa, P. W. A. (2020). Pengembangan Multimedia Pembelajaran Interaktif Ppkn Untuk Siswa Tunagrahita Dengan Konsep Gamifikasi. Jurnal Pendidikan Teknologi Dan Kejuruan, Vol.17(2), 166–176.
Rahimah, R. (2022). Upaya Peningkatan Hasil Belajar Fisika Materi Gerak Lurus Melalui Penerapan Mind Map. Ranah Research : Journal of Multidisciplinary Research and Development, 5(1), 71–80. https://doi.org/10.38035/rrj.v5i1.757
Rahma, K. A., Muliyati, D., & Permana, H. (2023). Pengembangan Gamifikasi Untuk Melatihkan Kolaborasi Siswa Sma Pada Materi Termodinamika. XI, 203–212. https://doi.org/10.21009/03.1102.pf28
Rahmania, S., Soraya, I., & Hamdani, A. S. (2023). Pemanfaatan Gamification Quizizz Terhadap Motivasi Belajar Siswa Pada Mata Pelajaran Pendidikan Agama Islam. Tadbir: Jurnal Manajemen Pendidikan Islam, 11(2), 114–133. https://doi.org/10.30603/tjmpi.v11i2.3714
Ramli, R. Z., Marobi, N. A. U., & Sahari@Ashaari, N. (2021). Microorganisms: Integrating Augmented Reality and Gamification in a Learning Tool. International Journal of Advanced Computer Science and Applications, 12(6), 354–359. https://doi.org/10.14569/IJACSA.2021.0120639
Ristiana, M. G., & Dahlan, J. A. (2021). Pandangan Mahasiswa Calon Guru Dalam Penggunaan Model Gamifikasi Dalam Pembelajaran Matematika. JPMI (Jurnal Pembelajaran Matematika Inovatif), 4(1), 127–136. https://doi.org/10.22460/jpmi.v4i1.127-136
Rohman, A., & Ningsih, Y. E. (2018). Pendidikan Multikultural : Penguatan Identitas Nasional Di Era Revolusi Industri 4.0. UNWAHA Jombang, September, 44–50.
Rukmana, A. Y., Supriandi, & Wirawan, R. (2023). Penggunaan Teknologi dalam Pendidikan: Analisis Literatur Mengenai Efektivitas dan Implementasi. Jurnal Pendidikan West Science, 1(07), 460–472. https://doi.org/10.58812/jpdws.v1i07.541
Sari, R. K., & Nurani, S. (2021). Quizizz atau Kahoot! Gamifikasi dalam Pembelajaran Bahasa Inggris. Jurnal Pendidikan Dan Kebudayaan, 1(3), 78–86.
Satriyo, R. R., & Anistyasari, Y. (2020). Studi Literatur Proses Pembelajaran Virtual Learning Berbasis Gamifikasi Di Era Revolusi Industri 4.0. Jurnal IT-EDU, Volume 05(1), 195–216.
Siahaan, M., Oktaviani, K., & Julia, J. (2021). Immersive Learning Experience pada Pembelajaran Daring dengan Penggunaan Virtual Reality. Jurnal Teknik Informatika UNIKA Santo Thomas, 06, 13–20. https://doi.org/10.54367/jtiust.v6i1.1052
Simaremare, A., Promono, N. A., Putri, D. S., Mallisa, F. P. P., Nabila, S., & Zahra, F. (2022). Pengembangan Game Edukasi Fisika Berbasis Augmented Reality pada Materi Kinematika untuk Siswa SMA. Jurnal Ilmiah Pendidikan Fisika, 6(1), 203. https://doi.org/10.20527/jipf.v6i1.4893
Solviana, M. D. (2020). Pemanfaatan Teknologi Pendidikan Di Masa Pandemi Covid-19: Penggunaan Fitur Gamifikasi Daring Di Universitas Muhammadiyah Pringsewu Lampung. Al-Jahiz: Journal of Biology Education Research, 1(1), 14. https://doi.org/https://doi.org/10.32332/al-jahiz.v1i1.2082
Srimuliyani, S. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35.
Sriyanti, L., & Kurniati, I. (2021). Bimbingan Belajar Berbasis Gaya Belajar Untuk Meningkatkan Hasil Belajar Mata Pelajaran Matematika. International Virtual Conference on Islamic Guidance and Counseling, 1(1), 175–190. https://doi.org/10.18326/iciegc.v1i1.62
Sudana, I. B. K. M., Suyasa, P. W. A., & Agustini, K. (2021). Efektifitas Media Pembelajaran Berkonsep Gamifikasi Pengenalan Tata Surya Mata Pelajaran Ipa Terpadu Kelas Vii Di Smp Negeri 2 Kubutambahan. Jurnal Pendidikan Teknologi Dan Kejuruan, 18(1), 43. https://doi.org/10.23887/jptk-undiksha.v18i1.25698
Suliyanah, Deta, U. A., Kurniawan, F. K., Lestari, N. A., Yantidewi, M., Jauhariyah, M. N. R., & Prahani, B. K. (2021). Literature Review on the Use of Educational Physics Games in Improving Learning Outcomes. Journal of Physics: Conference Series, 1805(1). https://doi.org/10.1088/1742-6596/1805/1/012038
Syahrijar, I., Zahra, I. A., Supriadi, U., & Fakhruddin, A. (2023). Pembelajaran Pendidikan Agama Islam Berbasis Multikultural. AL-HIKMAH : Jurnal Pendidikan Dan Pendidikan Agama Islam, 5(1), 157–170. https://doi.org/10.32520/judek.v8i2.1163
Tinedi, V., Yohandri, Y., & Djamas, D. (2018). How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review. IOP Conference Series: Materials Science and Engineering, 335(1). https://doi.org/10.1088/1757-899X/335/1/012065
Twiningsih Negeri Laweyan No, A. S., & Surakarta, K. (2023). Penggunaan Media Padlet Berbasis Gamifikasi Pada Pembelajaran IPA Kelas V SD. Jurnal Education Transformation, 1, 1–7.
van Nunen, K., Li, J., Reniers, G., & Ponnet, K. (2018). Bibliometric analysis of safety culture research. Safety Science, 108(November 2016), 248–258. https://doi.org/10.1016/j.ssci.2017.08.011
Verawati, N. N. S. P., Hikmawati, H., & Prayogi, S. (2023). Meningkatkan Kemampuan Penalaran Mahasiswa STEM pada Mata Kuliah Fisika Modern melalui Penggunaan Simulasi Virtual pada Platform LMS. Jurnal Ilmiah Profesi Pendidikan, 8(2), 1081–1088. https://doi.org/10.29303/jipp.v8i2.663
Vörös, A. I. V., & Sárközi, Z. (2017). Physics escape room as an educational tool. AIP Conference Proceedings, 1916. https://doi.org/10.1063/1.5017455
Wahyuni, N. L. D. A., Sugihartini, N., & Sindu, I. G. P. (2021). Pengembangan Media Pembelajaran Animasi 2D Pada Mata Pelajaran Fisika Kelas X Di Sma Negeri 1 Sawan. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 10(2), 111. https://doi.org/10.23887/karmapati.v10i2.31391
Wannapiroon, N., & Pimdee, P. (2022). Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment. Education and Information Technologies, 27(4), 5689–5716. https://doi.org/10.1007/s10639-021-10849-w
Yetişkin, E., Yiğit, İ., & Ermiş, D. (2022). Artistic research within a lab of possibilities: exploring post-digital ignorance in a’21 ambe rNetwork Festival. Artnodes, 2022(30), 1–10. https://doi.org/10.7238/artnodes.v0i30.399595
Yuniani, A., Irma Ardianti, D., & Asri Rahmadani, W. (2019). Era Revolusi Industri 4.0 : Peran Media Sosial Dalam Proses Pembelajaran Fisika di SMA. Jurnal Pendidikan Fisika Dan Sains, 2(1), 18–24.
Zakiyyah, F. N., Winoto, Y., & Rohanda, R. (2022). Pemetaan bibliometrik terhadap perkembangan penelitian arsitektur informasi pada Google Scholar menggunakan VOSviewer. Informatio: Journal of Library and Information Science, 2(1), 43. https://doi.org/10.24198/inf.v2i1.37766
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). https://doi.org/10.3390/computers12070143
Zupic, I., & Čater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429–472. https://doi.org/10.1177/10944281145626

Authors

Surya Haryandi
Rossy Arlinda
Misbah Misbah
misbah_pfis@ulm.ac.id (Primary Contact)
Muhdi Harto
Nurlaela Muhammad
Sunardi Sunardi
Haryandi, S., Arlinda, R., Misbah, M., Harto, M., Muhammad, N., & Sunardi, S. (2024). Bibliometric analysis: Trends of gamification in physics learning from 2019 to 2023. Momentum: Physics Education Journal, 8(2), 181–193. https://doi.org/10.21067/mpej.v8i2.9877

Article Details