Bibliometric mapping of gamification research in language learning: Analysis of publication patterns, research themes, and research gaps (2020-2026).
Keywords:
Gamification, Language Learning, Bibliometric Analysis, Science Mapping, Research Trends, Intellectual Structure, International CollaborationAbstract
This study aims to map the research landscape of gamification in language learning from 2020 to 2026. Although the use of gamification in education is increasing due to its potential to boost student motivation and engagement, research on language learning remains unevenly developed and fragmented, making it difficult to gain a comprehensive understanding of publication patterns, intellectual structures, and existing research gaps. Therefore, this study was conducted to analyze publication patterns, identify key contributors, and map themes and collaboration structures in this field. A total of 1,319 documents were retrieved from the Scopus database and analysed using a bibliometric approach that integrates performance analysis and science mapping through network visualization software. The study results showed a consistent increase in publications, peaking before a decline in the last year. The theme of education dominated the research landscape, accounting for more than half of the total documents, followed by technology, while other domains showed more limited involvement. Keyword network analysis showed a close relationship between the concepts of motivation, education, and game-based learning, while the collaboration structure showed active international networks involving Asian and European countries. Overall, these findings indicate that the field of gamification in language learning is moving towards maturity, but still requires a broader thematic focus and a more balanced domain approach to shape a more strategic and high-impact future research agenda.










