Proceedings of the 7th Progressive and Fun Education International Conference (PROFUNEDU 2022)

From ICT-Based Learning Media to Gamification Optimalization: Learning Media Research Projection Based on Bibliometric Analysis

Authors
Gallant Karunia Assidik1, *, Firstya Evi Dianastiti2, Shindy Tresna Vinansih1, Erry Widya Kustanti1
1Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Kartasura, Indonesia
2Faculty of Teacher Training and Education, Universitas Tidar, Magelang, Indonesia
*Corresponding author. Email: gk215@ums.ac.id
Corresponding Author
Gallant Karunia Assidik
Available Online 25 December 2022.
DOI
10.2991/978-2-494069-71-8_4How to use a DOI?
Keywords
Learning Media; Information and Communications Technology; Gamification; Bibliometric
Abstract

Learning media is an integral part of the learning system and occupies an important position. Given the significance of media in learning, this paper examines the bibliometric analysis from published research articles on learning media evaluation. It aims to describe research topics that were extensively studied and to find gaps in either research topics or approaches, or both, that were hardly ever done. This paper utilized a quantitative descriptive method in the form of bibliometric data, with the help of the VOSViewer app, and the data source in the form of research articles collected from the Dimension.ai page. Based on the results of bibliometric data analysis with the keyword ‘learning media evaluation’, the author concluded that research on learning media develops over time and is contextual concurrence with the existing situation and condition. As evidence, during the Covid-19 pandemic, studies on learning media also adjusted, namely the use of online learning media in distance learning. Research topics that can still be developed include learning media development and testing related to smartphones, including online ICT-based media and gamification.

Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 7th Progressive and Fun Education International Conference (PROFUNEDU 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
25 December 2022
ISBN
10.2991/978-2-494069-71-8_4
ISSN
2352-5398
DOI
10.2991/978-2-494069-71-8_4How to use a DOI?
Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Gallant Karunia Assidik
AU  - Firstya Evi Dianastiti
AU  - Shindy Tresna Vinansih
AU  - Erry Widya Kustanti
PY  - 2022
DA  - 2022/12/25
TI  - From ICT-Based Learning Media to Gamification Optimalization: Learning Media Research Projection Based on Bibliometric Analysis
BT  - Proceedings of the 7th Progressive and Fun Education International Conference (PROFUNEDU 2022)
PB  - Atlantis Press
SP  - 21
EP  - 34
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-71-8_4
DO  - 10.2991/978-2-494069-71-8_4
ID  - Assidik2022
ER  -