ABSTRAK  Transformasi digital dalam pendidikan global akibat pandemi Covid-19 telah mendorong peningkatan signifikan penerapan gamifikasi dan game-based learning. Meski penelitian terkait meningkat 149,7% pada 2020-2024 dibandingkan 2015-2014, masih terdapat kesenjangan dalam pergeseran paradigma pendidikan digital dan arah pengembangan. Penelitian ini bertujuan untuk: (1) mengidentifikasi pola pertumbuhan publikasi dan kolaborasi internasional, (2) menganalisis evolusi tema dan metodologi penelitian, dan (3) memetakan keterkaitan bidang ilmu, kesenjangan, serta arah pengembangan. Analisis bibliometrik dilakukan terhadap 485 artikel Scopus (Januari 2020-Desember 2024) menggunakan Biblioshiny (R Studio) dan VOSviewer dengan teknik co-occurrence, co-citation, dan bibliographic coupling. Kriteria inklusi mencakup artikel penelitian berbahasa inggris. Hasil menunjukan pertumbuhan publikasi tahunan 18,24% (66 artikel tahun 2020 menjadi 129 artikel tahun 2024), didominasi Spanyol (206 dokumen), dengan rata-rata sitasi 9,86 dan kolaborasi internasional 17,35%/ Analisis co-word mengidentifikasi tiga klaster utama yaitu motivasi belajar, desain gamifikasi, dan efektivitas pembelajaran. Terdapat integrasi signifikan dengan teknologi augmented reality dan e-learning di bidang pendidikan medis, teknik, dan bahasa. Studi ini menyimpulkan peran strategis gamifikasi dan game-based learning dalam transformasi pendidikan digital, namun diperlukan penguatan aspek teoritis dan evaluasi dampak. Implikasi mencakup pengembangan framework desain instruksional, peningkatan kompetensi digital guru, dan kebijakan pendidikan digital berkelanjutan. ABSTRACT  The digital transformation in global education driven by the Covid-19 pandemic has significantly accelerated the adoption of gamification and game-based learning. Despite a 149,7% increase in research publications from 2020 to 2024 compared to 2015-2019, there remains a gap in the paradigm shift of digital education and future development directions. This study aims to: (1) identify publication growth patterns and international collaboration, (2) analyze the evolution of research themes and methodologies, and (3) map the interconnections between academic fields, research gaps, and future development directions. A bibliometric analysis was conducted on 485 Scopus articles (January 2020-December 2024) using Biblioshiny (R Studio) and VOSviewer with co-occurrence, co-citation, and bibliographic coupling techniques. Inclusion criteria comprised english-language research articles. The results showed an annual publication growth rate of 18.24% (from 66 articles in 2020 to 129 in 2024), dominated by Spain (206 documents), with an average citation of 9.86 and 17.35% international collaboration. Co-word analysis identified three major clusters: learning motivation, gamification design, and learning effectiveness. There was significant integration with augmented reality and e-learning technologies in medical education, engineering, and language education. This study concludes the strategic role of gamification and game-based learning in digital education transformation, but emphasizes the need to strengthen theoretical aspects and evaluate impact. Practical implications include the development of instructional design frameworks, enhancement of digital teacher competencies, and sustainable digital education policies.