SynthesisF1000Research2026
Bibliometric analysis of gamification in teacher education during the generative AI era: historical trends, present status, and future trajectories.
Synthesis in F1000Research, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed, 1 synthesis or guideline pooled it.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Gamification has become a relevant pedagogical approach in teacher education, yet its evolution and relationship with generative artificial intelligence remain fragmented. This study maps the development, intellectual structure, and emerging trajectories of research on gamification in pre-service and in-service teacher education between 2016 and 2025. A bibliometric analysis was conducted on an integrated Scopus and Web of Science dataset. After merging records, removing duplicates, and applying predefined eligibility criteria, 1,223 documents were retained. Performance analysis, co-citation analysis, keyword co-occurrence analysis, and thematic evolution mapping were conducted in Biblioshiny/Bibliometrix, with study identification and selection documented through the PRISMA framework. Scientific output increased markedly over the study period, especially from 2020 onward, and was led mainly by institutions and countries with strong educational innovation capacity. The co-citation network revealed three intellectual foundations: motivational theories of gamification, technology adoption and educational innovation models, and empirical work on game-based learning and serious games. Keyword co-occurrence analysis identified seven thematic clusters organized around gamification, education, artificial intelligence, teacher training, and digital learning. By 2025, the field shows a clear thematic shift toward generative artificial intelligence, adaptive systems, and automated personalization. Research on gamification in teacher education has moved from a focus on motivational design and digital engagement toward more intelligent, data-driven, and adaptive ecosystems. The findings highlight a rapidly expanding field and provide an evidence-based agenda for teacher education, institutional policy, and future studies on the pedagogical and ethical integration of GenAI.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.