Educational Games and Game-Based Learning in Indonesian Education: Trends, Themes, and Emerging Topics
DOI:
https://doi.org/10.59247/ijase.v4i1.159Keywords:
Educational Games, Game-Based Learning, Bibliometric Analysis, Educational Technology, IndonesiaAbstract
Educational games and game-based learning have gained increasing attention in educational research because of their potential to enhance student engagement, motivation, and learning outcomes. This study aims to map the development of educational games and game-based learning research in Indonesian education and provide an overview of its intellectual structure. A bibliometric approach was employed using data retrieved from the Scopus database, with article selection conducted systematically through the PRISMA framework, resulting in 197 articles published between 2011 and 2026. Publications indexed in 2026 were included up to the data retrieval date and may therefore represent a partial indexing year. Data were analyzed using R Program and VOSviewer through publication trend analysis, word cloud visualization, keyword clustering, and keyword novelty analysis. The findings show a substantial increase in research output, reaching its highest level in 2025. Four major thematic clusters were identified: Digital Learning Ecosystems, Educational Technology Integration, Immersive Game Development, and Instructional Design Frameworks. The research landscape is strongly associated with gamification, learning systems, and game-based learning, while “Augmented Reality,” “Project-Based Learning,” and “Educational Technology” emerged as growing research topics. This study contributes by revealing the thematic evolution, intellectual structure, and emerging directions of the field, providing insights for researchers, educators, curriculum developers, and policymakers to support evidence-based implementation of game-based learning in Indonesian education.
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