Gamifying Primary Education in the 21st Century: A Scopus-Based Bibliometric Review (2017–2025)

Authors

Ahmad Fadzli Nizam Abdul Rahman

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Marliza Ramly

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Nor Mas Aina Md. Bohari

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Hidayah Rahmalan

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Muhammad Syahrul Azhar Sani

Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Wan Mohd Yaakob Wan Bejuri

OptiMAS Research Group, Centre of Advanced Computing Technology (C-ACT), Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Zuraida Abal Abas

OptiMAS Research Group, Centre of Advanced Computing Technology (C-ACT), Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100 Melaka (Malaysia)

Wan Nurul Najihah Mohamad Sabri

One Stop Solution, 3-3, PV7, Taman Melati Utama, 53100 Kuala Lumpur (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.903SEDU0704

Subject Category: Education

Volume/Issue: 9/26 | Page No: 9273-9285

Publication Timeline

Submitted: 2025-11-18

Accepted: 2025-11-23

Published: 2025-12-01

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

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