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bahasa inggris Qonita Shabira; Baharudin; Yuli Yanti
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.8731

Abstract

This study aims to identify and analyze trends in Technological Pedagogical and Content Knowledge (TPACK) research in primary education, while also exploring opportunities for further research development. Using the Systematic Literature Review (SLR) method, 226 relevant publications were found in the Scopus and Publish or Perish databases, with 31 documents from the period 2019-2023 selected and analyzed based on inclusion criteria. The literature review process followed PRISMA guidelines to ensure the quality of results, and the data were analyzed using bibliometric methods with the assistance of VOSviewer 1.6.20 software. The results showed a relatively stable increase in TPACK article publications in primary education, despite a slight decline in 2020 and 2023. Most publications originated from China, Turkey, and the United States, with quantitative and qualitative methods being the most commonly used approaches. The main themes explored included technology integration, teacher training, professional development, and educational technology. Density mapping analysis revealed that content, pedagogical, and technological knowledge remain underexplored in depth, indicating that further research is needed to expand understanding of TPACK application in primary education.
Trends and Developments in Gamification for Science Education: A Bibliometric Review from 2019 to 2023 Amri Saputra; Umi Hijriyah; Listiyani Siti Romlah; Agus Susanti; Sunarto; Qonita Shabira
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.10169

Abstract

This study aims to identify and analyze research trends in gamification focusing on science education and explore opportunities for further development. Using the Systematic Literature Review (SLR) method, a total of 126 relevant publications were identified from the Publish or Perish database indexed by Scopus, with 43 documents from the 2019–2023 period selected and analyzed based on inclusion criteria. These criteria include articles discussing gamification in science education, English-language articles, open-access publications, and Scopus-indexed articles. The literature review process followed PRISMA guidelines to ensure the quality of results, and data were analyzed using bibliometric methods with the assistance of VOSviewer 1.6.20 software. The results indicate significant fluctuations in the number of publications and citations year by year, reflecting the dynamics of research activity. Most publications originate from Spain, the United States, and Malaysia, with quantitative methods being the most widely used approach (51%). The main themes explored include student engagement, motivation, and conceptual understanding, particularly in STEM subjects. Collaborative networks highlight the importance of diverse perspectives in advancing gamification research. Density analysis reveals that the long-term impact and scalability of gamification in educational science still hold substantial potential for exploration. Therefore, further studies are urgently needed to optimize the role of gamification and maximize its benefits in the learning process.