INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)  
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVI November 2025| Special Issue on  
Gamifying Primary Education in the 21st Century:AScopus-Based  
Bibliometric Review (2017–2025)  
Ahmad Fadzli Nizam Abdul Rahman1,2*, Marliza Ramly1*, Nor Mas Aina Md. Bohari1, Hidayah  
Rahmalan1, Muhammad Syahrul Azhar Sani1, Wan Mohd Yaakob Wan Bejuri2, Zuraida Abal Abas2,  
Wan Nurul Najihah Mohamad Sabri3  
1Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka,  
Hang Tuah Jaya, 76100 Melaka, Malaysia.  
2OptiMAS Research Group, Centre of Advanced Computing Technology (C-ACT), Universiti Teknikal  
Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka, Malaysia.  
3One Stop Solution, 3-3, PV7, Taman Melati Utama, 53100 Kuala Lumpur, Malaysia  
*Corresponding Authors  
Received: 18 November 2025; Accepted: 23 November 2025; Published: 01 December 2025  
ABSTRACT  
Gamification has emerged as a significant pedagogical approach in 21st-century education, offering innovative  
strategies to enhance motivation, engagement, and learning outcomes in primary schools. Despite its growing  
application, research on gamification in primary education remains fragmented, requiring systematic synthesis  
to identify prevailing trends and gaps. This paper presents a bibliometric review of studies on gamification in  
primary education published between 2017 and the present, using the Scopus database as the primary source.  
Bibliographic records were retrieved, screened, and analyzed using the Scopus Analyzer to examine publication  
trends, document types, source outlets, author contributions, institutional affiliations, and country-level  
distributions. The findings reveal a steady increase in publications, with peaks corresponding to the rise of digital  
and remote learning during the COVID-19 pandemic. Results also indicate that most research emphasizes  
gamification as a tool for improving motivation and engagement, particularly in STEM and literacy education.  
However, the literatures highlights challenges such as teacher readiness, equity issues, and the risk of over-  
reliance on extrinsic rewards. This review concludes that while gamification shows strong potential in primary  
education, further research is needed to explore long-term impacts, inclusive practices, and integration with  
emerging technologies.  
Keywords: Gamification, Primary Education, Student Motivation, Educational Technology, Engagement, 21st-  
Century Learning  
INTRODUCTION  
The concept of gamification which is the integration of game-design elements into non-game contexts has gained  
extensive traction in education, driven by its capacity to enhance motivation, engagement, and learning outcomes  
(Deterding et al., 2011; Kapp, 2012; Park & Kim, 2021; Fiuza-Fernandez et al., 2022; Vrcelj et al., 2023). In a  
simple explanation, we can state that gamification is the process of applying game elements to non-gaming  
elements, and this application has expanded in commerce, health and education (Inocencio, 2018). Gamification  
in education refers to the application of elements of game design and game principles in the classroom to increase  
student motivation and engagement. Gamification uses mechanics, aesthetics, and thinking from the player's  
point of view to engage students and promote learning and problem-solving (Osatuyi et al., 2018; Pal’ová &  
Vejačka,2020). Gamification can be used in education at different levels, from primary and secondary schools  
to universities and adult education. An analysis of the literature on the use of gamification in education has  
shown that it is more common in university education and less common in primary and secondary schools (Vrcelj  
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et al., 2023). In the realm of primary education, where our young learners’ attention spans are shorter and the  
need for interactive, meaningful engagement is critical, gamified approaches present a promising pedagogical  
strategy. Furthermore, the younger generation has been heavily influenced by technology and instant access to  
information and often exhibits a lack of motivation and interest in traditional classroom learning (Fiuza-  
Fernández et al., 2022). For today’s young learners, often called digital natives, these game-like elements are  
not just play; they are powerful motivators that can transform how children experience learning. Imagine a  
classroom where solving a mathematics problem earns a digital badge, completing a reading task unlocks a new  
level, and teamwork leads to climbing a leaderboard. This practice, widely known as gamification, is  
increasingly being adopted in primary education as teachers and schools search for innovative ways to sustain  
attention, nurture curiosity, and build foundational skills in the 21st century especially for the digital native.  
The rise of gamification in education is no coincidence. As global education systems grapple with challenges of  
engagement, motivation, and equity, gamification offers tools that resonate with children's lived experiences in  
a digital world. Points, rewards, progress bars, and interactive challenges have been shown to not only stimulate  
interest but also enhance learning outcomes when designed thoughtfully. Moreover, the COVID-19 pandemic  
accelerated the adoption of digital learning platforms, pushing gamified solutions further into mainstream  
primary classrooms worldwide. However, while gamification holds promise, the research landscape is  
fragmented. Some studies highlight its ability to improve motivation and academic performance, while others  
raise concerns about sustainability, teacher readiness, and over-reliance on extrinsic rewards. This diversity of  
findings calls for a systematic review to better understand how gamification is being studied and implemented  
in primary education. To address this gap, this paper conducts a bibliometric review of literature published  
between 2017 and the present, using the Scopus database and Scopus Analyzer tools. This review paper has two  
aims which are: 1) Map the growth and distribution of gamification research in primary education. 2) Identify  
leading authors, institutions, and countries that shaping the field. This study provides educators, researchers, and  
policymakers with a clearer picture of how gamification has evolved in primary education and what directions  
may guide its development in the years to come.  
Primary Education  
Primary education represents the initial stage of formal schooling, focusing on fundamental skills such as  
literacy, numeracy, and social development. While its purpose is globally recognized, the terminology and  
structure vary significantly across regions. According to UNESCO (2017), primary education generally covers  
children between the ages of 6 and 12, though national systems may extend slightly beyond this range. In Asian  
countries, there is considerable variation. For instance, in Malaysia and Singapore, the system is called primary  
school and covers six years of education (ages 712). In Japan, it is known as shogakko, lasting six years for  
children aged 6 to 12. Meanwhile, India often distinguishes between primary school (Grades 15) and upper  
primary or middle school (Grades 68), reflecting a broader categorization (Srivastava, 2020). In Europe, terms  
differ by country but align closely with the International Standard Classification of Education (ISCED). For  
example, in Germany, the stage is called Grundschule (Grades 14, ages 610), while in France it is école  
primaire (ages 611). In South America, particularly Brazil, the stage is referred to as ensino fundamental I  
(Grades 15, ages 610), while in Argentina it is educacion primaria (ages 612) (UNESCO, 2017). In Western  
countries, the United States typically refers to this stage as elementary school, encompassing Grades 1 through  
5 or 6 (ages 611), whereas in the United Kingdom, the term primary school is used for Reception through Year  
6 (ages 511) (OECD, 2020). Similarly, in Australia, the term primary school is used to describe Kindergarten  
through Year 6 (ages 512), while Canada often distinguishes between elementary school (Grades 16) and  
junior high thereafter. Despite these variations, the shared purpose of primary education is consistent: to provide  
the basic academic foundation, instill learning habits, and develop social and emotional competencies.  
Importantly, this stage also serves as a critical period to address educational equity, as it is often compulsory and  
universally accessible across most regions (UNESCO, 2017; OECD, 2020).  
Theoretical Foundations of Gamification in Education  
Gamification is the application of game elements in non-game contexts and has gained recognition as a powerful  
pedagogical strategy. Its effectiveness in education is supported by established learning and motivational  
theories. Table 1 below shows different game elements that can be applied to the non-game context.  
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Table 1. Different Game Elements that can be applied to the non-game context.  
Game Element  
Points (or XP)  
Simple Explanation  
Non-Game Example  
Numerical rewards given for Earning points in a customer loyalty  
completing tasks. program for every dollar spent.  
Badges / Achievements  
Leaderboards  
Visual icons or titles that signal a Earning a "Super Speller" badge after  
user has reached a specific completing a unit on a learning app.  
milestone or mastered a skill.  
Public rankings of users based on A sales team tracking who has the most  
their points or achievements, closed deals this month.  
fostering competition.  
Levels / Progress Bars  
Challenges / Quests  
Rewards  
Visual indicators showing how A progress bar filling up as you complete  
close a person is to a goal or to your profile on a new website.  
unlocking the next stage.  
Framing a task or learning A training manual structured as a "New Hire  
objective as a structured mission Quest" with different stages to unlock.  
to complete.  
Tangible or virtual prizes, like Getting a free item after collecting enough  
unlocking a feature, a discount, points (like a frequent flyer program).  
or a new avatar.  
Gamification, serious games, and game-based learning have emerged as prominent pedagogical approaches,  
leveraging game design elements in non-game contexts to enhance engagement and learning outcomes. This  
approach is rooted in various theoretical frameworks that explain its effectiveness in fostering motivation and  
deeper cognitive processing (Krath et al., 2021). There are several theories that can explain the effectiveness of  
gamification in education. Theories such as Flow Theory, Self-Determination Theory, Behaviour Reinforcement  
and Goal-Setting Theory provide robust explanations for how gamified elements fulfill psychological needs,  
thereby enhancing motivation and engagement in educational settings (Ahmed et al., 2025). Table 2 shows the  
comparison of theories on gamification effectiveness in education.  
Table 2. Comparison of Theories on Gamification Effectiveness in education  
Theory  
Key Theorists  
Core Concept  
Gamification  
Design Focus  
Mechanism of  
Effectiveness  
Csikszentmihalyi Optimal  
(1990), Shernoff achieved when there is a  
experience  
Induces a state of  
and  
Flow Theory  
Levels  
Challenges:  
Designing content and concentration,  
deep  
immersion  
et.al  
Whitson  
Consoli (2009)  
(2003);  
&
balance  
between  
a
to  
gradually where the user is  
in fully absorbed in the  
difficulty to match learning task, making  
perceived challenge and  
the individual's skill  
level.  
increase  
learner  
Immediate  
skill. the  
intrinsically  
activity  
Feedback (points, rewarding (autotelic  
progress bars) to experience).  
help users adjust  
performance.  
Deci  
&
Ryan Focuses on intrinsic  
Fulfilling the three  
Self-  
Autonomy:  
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(2000)  
motivation  
sustained by satisfying learning paths, or motivation  
three innate psychological avatar purely  
being Choices in tasks, basic needs shifts  
Determination  
Theory (SDT)  
from  
external  
needs:  
Autonomy, customization.  
rewards to internal  
Competence,  
Relatedness.  
and Competence:  
enjoyment and self-  
Badges, points, and regulation, leading  
clear progress to deeper learning  
indicators (levels). and  
long-term  
engagement.  
Relatedness:  
Team challenges,  
collaborative  
missions,  
and  
social features.  
Skinner (1953, Behavior is a function of  
1989)  
Directly shapes and  
Badges,  
Rewards: conditions behavior  
Behavior  
Reinforcement  
Points,  
its consequences; it is  
and  
strengthened by positive Using these as through  
reinforcement (rewards) immediate, motivation.  
and weakened by positive reinforcers immediate  
punishment.  
extrinsic  
The  
reward  
for desired learning reinforces the action,  
behaviors (e.g., making the student  
completing a task, more likely to repeat  
answering  
correctly).  
that behavior.  
Locke  
Locke & Latham lead  
(1968);  
Provides  
and challenge,  
clarity,  
and  
Goal Setting  
Theory  
Specific, difficult goals Quests/Missions,  
to  
higher  
Levels,  
(1990, 2002); performance than vague  
direction.  
Bars:  
Progress  
Schunk & Swartz goals (e.g., "do your Gamified systems Gamification  
(1993); best"), provided there is inherently break elements  
translate  
learning  
into  
commitment  
feedback.  
and large  
objectives  
learning abstract  
into objectives  
clear, measurable concrete, trackable  
sub-goals.  
progress, increasing  
learner focus and  
sustained  
effort  
toward achieving the  
goal.  
These theoretical underpinnings are crucial for understanding the mechanisms through which gamification  
influences learner behavior and academic achievement (Yang et al., 2023). While a multitude of theories  
contribute to the conceptual framework of gamification, many reviews highlight the prominence of motivational  
and behavioral theories in explaining its efficacy (Krath et al., 2021). Among these, Self-Determination Theory  
frequently appears as a cornerstone, emphasizing the satisfaction of intrinsic psychological needs for autonomy,  
competence, and relatedness as drivers of sustained engagement in gamified learning environments (Quba et al.,  
2024; Ghoulam et al., 2024; Grey & Gordon, 2022). Self-Determination Theory (SDT) highlights autonomy (the  
sense of agency and control over one's actions), competence (the feeling of mastery and effectiveness), and  
relatedness (the experience of social connection and belonging) as core drivers of intrinsic motivation (Ryan &  
Deci, 2000). All of which can be fostered through gamified elements such as meaningful choices, real-time  
feedback, and collaborative challenges. The theory proposes that when these basic needs are satisfied, intrinsic  
motivation increases, leading to more meaningful and autonomous learning (Slamet et al., 2024).  
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Empirical Applications in Primary Education  
Gamification has been applied across multiple primary school subjects, producing encouraging results. In  
literacy and language learning, digital storytelling tools and quiz platforms like Kahoot! and Quizizz have been  
shown to enhance vocabulary acquisition and reading comprehension (Wen, 2023). He found that gamification  
across ESL skills such as listening, speaking, reading, and writing can produced positive outcomes, suggesting  
comprehensive applicability in language education. Similarly, Aljraiwi (2019) found that gamified web-based  
learning in English significantly improved both academic achievement and creative thinking in primary students.  
In science and STEM subjects, gamification has supported inquiry-based learning, with simulations and  
challenges fostering curiosity and persistence. In mathematics for example, gamified platforms have  
demonstrated improvements in problem-solving and reduced math anxiety among students. Liu (2023) examined  
gamification in primary mathematics instruction and reported increased student motivation and subject interest,  
especially where individual differentiation was limited in standard classrooms. Similarly, Yan (2023) analyzed  
gamified methods in arithmetic and geometry, finding enhanced motivation, understanding, and creative  
thinking, albeit noting challenges in design and classroom management. Cunha et al., (2018) evaluated the use  
of gamification in third-grade mathematics education. They used Ocatalysis proposed by Yu Kai-Chou  
constructs to measure third graders’ experience as gamers. They found that third graders actively collaborated  
throughout the process, developing multiple skills and abilities. Sotoz et al (2023) used gamification to  
investigate the effect of gamification on students in physical education, and it resulted in an increased motivation  
of the learners toward the lesson.  
Reported Benefits and Challenges of Gamification  
Through these contexts, several recurring benefits of gamification in primary education have been documented.  
Zhang (2023) discussed how gamification enhances general learning engagement, presenting it as an innovative  
pedagogy that increases enjoyment and accommodates varied learner personalities. Gamification also  
encourages children to participate in active learning, where the students themselves will play more roles  
compared to teachers (Avdiu, 2019). Second, there is evidence of improved academic performance, with  
experimental and quasi-experimental studies showing superior outcomes compared to traditional teaching  
(Aljraiwi, 2019). An action research study in Egypt compared badge-based versus leaderboard-based gamified  
systems for teaching the circulatory system to 5th graders. Both systems improved cognitive and achievement  
motivation, with slight nuances in user preference (Mohammed, Fatemah, & Hassan, 2024). Third, gamification  
promotes social interaction and collaboration, as features like leaderboards and team challenges encourage  
cooperative learning. Finally, gamification supports differentiated learning, as adaptive systems can tailor  
feedback and difficulty levels to individual learners’ needs.  
Despite its promise, gamification is not without challenges. The integration of gamification into primary  
education presents a multifaceted array of challenges, despite its recognized potential to enhance student  
engagement and learning outcomes (López et al., 2023). One significant hurdle involves preventing students  
from becoming overly focused on extrinsic rewards, potentially diverting their attention from the core  
educational content (Maryana et al., 2024). This over-reliance on external motivators can compromise deep  
learning and foster a competitive rather than collaborative environment (Fuchs, 2024). Furthermore, designing  
gamified elements that genuinely align with pedagogical objectives and cater to the diverse needs and interests  
of all learners proves difficult, often leading to disengagement if not carefully implemented (Hidayat et al., 2023,  
Rokhmat et al., 2025). Moreover, an improperly designed gamification framework can inadvertently foster  
negative social dynamics among students, including jealousy, resentment, and a reduction in self-esteem among  
those who perceive themselves as less successful in the game (Yaşar et al., 2020). These issues highlight the  
necessity of careful design to ensure that gamification supports intrinsic motivation and equitable participation  
rather than superficial engagement or competitive inequalities (Ferraz et al., 2024). Beyond the pedagogical and  
social complexities, the practical implementation of gamification in primary education faces significant  
constraints, particularly concerning teacher preparedness and resource availability (Rokhmat et al., 2025).  
Recent literature highlights emerging directions for gamification in primary education. The COVID-19  
pandemic accelerated the adoption of gamified digital tools, embedding them into hybrid and online classrooms.  
Integration with artificial intelligence (AI) is becoming increasingly common, enabling adaptive and  
personalized learning pathways. Furthermore, inclusive gamification is gaining attention, particularly in  
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designing accessible tools for learners with special educational needs. Notably, teachers often require additional  
training to integrate gamification effectively, and there is a risk of overemphasizing extrinsic rewards, which  
may reduce long-term intrinsic motivation (Sailer & Homner, 2020). Moreover, issues of equity and digital  
access are particularly salient in developing countries, where infrastructure limitations hinder consistent  
application. Research is also broadening beyond motivation, examining gamification’s role in supporting  
emotional, behavioral, and cognitive engagement which give a more holistic approach to 21st-century learning.  
METHODOLOGY  
This study adopted a bibliometric review methodology to examine research on gamification in primary education  
published between 2017 and 2025. By definition, bibliometrics is the science that studies the nature and course  
of a discipline through its publications (Hincapie et al., 2021). A bibliometric approach was chosen as it enables  
systematic mapping of publication patterns, author contributions, and emerging themes in a research domain,  
providing both quantitative and qualitative insights (Donthu et al., 2021).  
Data Source  
The Scopus database was selected as the primary source of data due to its extensive coverage of high-quality  
peer-reviewed journals and conference proceedings across multiple disciplines. Compared to other indexing  
services, Scopus offers broader coverage in education and technology research, and can provide robust citation  
data and built-in analytic tools that are particularly suitable for bibliometric studies (Falagas et al., 2008).  
Search Strategy  
The search was conducted in August 2025 using a combination of keywords and Boolean operators to ensure  
comprehensive retrieval of relevant literature. The final search string was:  
("gamification in education" OR "game-based learning") AND ("primary education" OR "primary school" OR  
"elementary school")  
The search was limited to publications from 2017 to 2025, as this period reflects a surge of research interest  
following the rapid adoption of digital technologies in classrooms, especially during and after the COVID-19  
pandemic. Only articles and conference proceedings written in English were considered, as these represent the  
majority of peer-reviewed, internationally accessible works. The search was restricted to the document type  
(articles and conference papers), language (English), and time frame (20172025). This period was selected to  
capture recent developments in gamification research aligned with the rapid integration of digital learning  
technologies in primary education.  
Inclusion and Exclusion Criteria  
The inclusion and exclusion criteria were designed to ensure that the review captured relevant, high-quality  
studies. Specifically, only peer-reviewed journal articles and conference papers focusing on the application of  
gamification or game-based learning in primary education contexts were included. Publications outside the  
20172025 range, as well as those not written in English, were excluded to maintain consistency and  
comparability of findings. In addition, studies focusing solely on secondary, tertiary, or adult education were  
omitted, as the scope of this review is restricted to the primary level.  
Analysis  
The dataset was then analyzed using Scopus Analyzer, which provides descriptive bibliometric insights into  
publication trends, author productivity, source distribution, institutional contributions, and geographical patterns.  
Additionally, keyword co-occurrence analysis was conducted to identify research themes and emerging  
directions within the field of gamification in primary education.  
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Research Procedure  
The research followed a systematic process. First, the Scopus search was conducted using the predefined query.  
The retrieved records were screened based on the inclusion and exclusion criteria. Next, the filtered dataset was  
organized and prepared for analysis. The Scopus Analyzer tool was then employed to examine trends such as  
annual publication growth, most productive authors, leading institutions, and country-level distributions. In  
addition, keyword co-occurrence analysis was used to identify thematic clusters and emerging topics in  
gamification research. Following the guidelines of Donthu et al. (2021), both quantitative metrics and qualitative  
synthesis were combined to generate a comprehensive understanding of the field.  
RESULTS AND DISCUSSION  
The output of the query gives us about 573 documents consisting of conference papers and journal articles  
published in Scopus from 2017 to November 2025 and is shown in Figure 1. The publication trends are increasing  
steadily, leading to the conclusion that the research area of gamification in education for primary school is  
gaining more interest from researchers. There was a slight dip occurred in 2020, likely due to the global impact  
of the COVID-19 pandemic, but the volume of publications recovered and continued to rise thereafter.  
Documents by year  
100  
80  
60  
40  
20  
0
85  
82  
67  
64  
60  
59  
57  
53  
46  
2017 2018 2019 2020 2021 2022 2023 2024 2025  
Year  
Figure 1. Bar graph to show the number of articles published from October 2017 to November 2025 in the area  
of gamification in education for primary school.  
The research output is overwhelmingly dominated by a conference papers (69.6%) as shown in Figure 2 which  
significantly outnumber articles (journal publications). This suggests the field prioritizes the rapid dissemination  
of findings, likely employing conferences as the primary venue for presenting preliminary results, work in  
progress, and novel ideas to quickly solicit specialized peer feedback and establish priority. The process is  
generally faster and less rigorous than a full journal article. The primary goal of a conference paper is to ensure  
the work is relevant and well-presented for the conference setting. While articles represent a smaller portion of  
the total, their presence is crucial, as they typically signify the culmination of mature research that has undergone  
a more rigorous and lengthier peer-review process, making them the most authoritative and lasting contributions.  
Figure 2. Percentage of documents published during the period based on type  
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In term of active researchers in this area of concern is shown as in Table 1 and Figure 3. The researchers represent  
institutions across multiple countries, including the USA (North Carolina State University, University of  
Wyoming, Indiana University Bloomington), Taiwan (National Yang Ming Chiao Tung University), Macau  
(City University of Macau, Macao Polytechnic University), Italy (Università di Trento), and Greece (Democritus  
University of Thrace). This demonstrates that the research on gamification in primary education is a globally  
active field.  
Table 2. List of the 10 most prolific authors in Gamification in Education for Primary School  
Author  
Scopus  
Author ID  
Year of  
first  
Total  
H-  
Total  
Current  
affiliation  
Country  
Publicati inde Citatio  
Publicat  
ion  
on  
x
n
1
2
Mott, Bradford  
572032317 2012  
51  
169  
663  
23  
1,810  
31,163  
North Carolina USA  
State University  
Hwang, Gwo Jen 720267765 1990  
5
94  
National Yang Taiwan  
Ming  
Chiao  
Tung University  
3
4
5
Lester, James C. 572031796 1995  
95  
393  
12  
50  
4
9,916  
29  
University of USA  
Wyoming  
Choi, Iek Chong 590126589 2024  
00  
City University Macau  
of Macau  
Choi,  
Chong  
Wan 585090789 2022  
00  
11  
5
56  
Macao  
Macau  
Polytechnic  
University  
6
7
8
Gini, Federica  
578963044 2023  
00  
23  
4
62  
Università  
Trento  
di Italy  
Glazewski,  
Krista D.  
244362078 2003  
00  
108  
287  
21  
45  
1,852  
12,667  
NC  
University  
State USA  
USA  
Hmelo-Silver,  
Cindy E.  
650738322 1987  
6
Indiana  
University  
Bloomington  
9
Kazanidis,  
Ioannis K.  
239905305 2007  
00  
91  
41  
19  
11  
1,656  
465  
Democritus  
University  
Thrace  
Greece  
of  
10 Lee, Seung Y.  
361948694 1999  
00  
North Carolina USA  
State University  
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Figure 3. Top ten most prolific authors in Gamification in Education for Primary School  
In Figure 4 shown an interesting facts and figures as 40% of the paper’s publication in the area from 2017 to  
2025 are coming from Asia continent.  
Figure 4. Top 10 countries actively involved in article publication from 2017 to 2025.  
Figure 5 illustrates the research output volume of the top affiliations in the field, likely related to the previously  
analyzed topic of Gamification in Education. The data clearly shows National Taiwan University of Science and  
Technology as the leading institution, with approximately 11 documents. Closely following are National Taiwan  
Normal University and Bina Nusantara University, each contributing around 9 documents. The remaining  
institutions, including the University of Patras, Universidad de Castilla-La Mancha, Universiti Kebangsaan  
Malaysia, Tampere University, National University of Tainan Taiwan, and Universidad Rey Juan Carlos, show  
document counts clustered between 7 and 8. NC State University rounds out the top ten with around 6 documents.  
The chart highlights the global nature of this research, with high-contributing institutions spread across Asia  
(Taiwan, Indonesia, Malaysia) and Europe (Greece, Spain, Finland), but emphasizes the strong leadership role  
played by institutions in Taiwan.  
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Figure 5. Top 10 Universities actively involved in article publication from 2017 to 2025.  
CONCLUSION  
This bibliometric review examined the use of gamification in primary education from 2017 to 2025, drawing on  
publications indexed in Scopus. The findings show that research on gamification has grown steadily over the  
past decade, with a notable dip during the COVID-19 pandemic. Most studies emphasize gamification’s role in  
enhancing student engagement, motivation, and learning outcomes, particularly in STEM and literacy education.  
The analysis also revealed active contributions from European and Asia countries, highlighting the global  
relevance of this approach. However, the review also identified several challenges and limitations. Teacher  
readiness and professional development remain critical barriers to effective gamification integration.  
Additionally, there is a risk of over-reliance on extrinsic rewards, which may undermine intrinsic motivation in  
the long run. Equity issues, particularly in low-resource settings, further complicate the adoption of gamification  
strategies. Looking ahead, future research should focus on several promising directions. First, more longitudinal  
studies are needed to examine the sustained impact of gamification on primary school learners. Second, scholars  
should investigate inclusive gamification models that address the needs of diverse learners, including those with  
special educational needs and varying cultural backgrounds. Third, there is growing potential in exploring the  
integration of gamification with emerging technologies, such as artificial intelligence, virtual reality, and  
augmented reality, to provide adaptive and personalized learning experiences. Finally, comparative cross-  
country studies would provide valuable insights into how different educational systems and cultural contexts  
influence the design and effectiveness of gamification in primary education. In conclusion, gamification  
represents a powerful pedagogical approach with the potential to reshape primary education in the 21st century.  
By addressing current limitations and exploring new avenues, educators and researchers can ensure that  
gamification not only enhances engagement but also contributes to equitable, sustainable, and meaningful  
learning experiences for young learners worldwide.  
ACKNOWLEDGEMENTS  
We extend our sincere gratitude to the Fakulti Teknologi Maklumat dan Komunikasi (FTMK) and the Centre of  
Advanced Computing Technology (C-ACT), Universiti Teknikal Malaysia Melaka (UTeM), for providing the  
necessary financial and facilities support. The subscription to the Scopus database was especially vital for the  
successful conduction of this work.  
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