Gamification has been widely cited as support for the student’s
school process. This growing interest has attracted the attention of
researchers in the area. Therefore, a study using theWebibliomining
method was conducted in order to map the scientific production
related to gamification techniques applied in education. The data
of this work were researched in the Scopus (Elsevier) database, considering
the scientific production in the period from 2011 to 2020.
The methodological procedures used a descriptive and exploratory
research, with a quantitative approach. The results showed 2.911
articles with the terms “Education AND Gamification”. After a bibliometric
analysis, it was found that the “peak” of production was in
the year 2019 with 591 articles, which correspond to a difference
of 137 records in relation to the previous year. The year 2020 was
the year with the highest number of published articles, with 617
records. The USA was responsible for 13,60% of the total published
articles. Computer Science was found to be the area with the most
articles indexed (1.932), corresponding to 66,20%. We sought to
select articles to compose the “starting reference” in a bibliographic
research on the theme "utilization of gamification in education".
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