Table 2.
2011–2015 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
BEHAVIOR | 2 | 2 | 2 | 14.63 | 89.5 |
MODERATION | 2 | 2 | 2 | 14.63 | 89.5 |
GAMIFICATION | 98 | 17 | 42 | 33.5 | 18.61 |
GAMES | 9 | 4 | 6 | 8.94 | 17.56 |
LEARNING | 5 | 4 | 4 | 16.97 | 39.6 |
2016–2017 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
RESEARCH-PROJECTS | 3 | 0 | 0 | 0 | 0 |
LEARNING-SYSTEM | 5 | 2 | 3 | 4 | 3.2 |
GAMIFICATION | 200 | 14 | 22 | 18.71 | 3.77 |
COMPUTER-GAMES | 8 | 3 | 5 | 4.9 | 4.12 |
PERFORMANCE | 13 | 6 | 11 | 10.39 | 11.62 |
MOOC | 12 | 3 | 5 | 4.58 | 2.92 |
E-LEARNING | 12 | 2 | 3 | 3.46 | 1.33 |
CLASSROOM | 11 | 4 | 7 | 14.42 | 14.09 |
ENGAGEMENT | 10 | 1 | 2 | 2.45 | 0.8 |
TECHNOLOGY | 7 | 1 | 2 | 4.24 | 2.71 |
INDEX | 2 | 1 | 2 | 6.24 | 20 |
GAMES-AND-LEARNING | 6 | 2 | 3 | 4 | 2.17 |
TEACHING/LEARNING-STRATEGIES | 5 | 4 | 5 | 9.17 | 17 |
PLAY | 4 | 1 | 1 | 3.61 | 3.25 |
EXPERIENCES | 4 | 4 | 4 | 8.94 | 20 |
DESIGN | 5 | 2 | 2 | 5.83 | 6.2 |
2018–2019 Period | |||||
Docs | h-index | q-index | q2-Index | Cites | |
FLIPPED-TEACHING | 3 | 0 | 0 | 0 | 0 |
SATISFACTION | 16 | 4 | 6 | 6 | 2.94 |
INTRINSIC-MOTIVATION | 16 | 5 | 10 | 8.66 | 6.62 |
IMPACT | 14 | 4 | 6 | 6.63 | 3.29 |
GAMIFICATION | 187 | 10 | 15 | 13.04 | 2.23 |
FLIPPED-CLASSROOMS | 12 | 3 | 6 | 4.9 | 3.58 |
TECHNOLOGY | 12 | 2 | 2 | 4.24 | 1.17 |
CLASSROOM | 14 | 7 | 10 | 9.54 | 8.14 |
E-LEARNING | 8 | 2 | 2 | 3.16 | 1 |
GAMES | 9 | 2 | 4 | 5.1 | 3.22 |
VIDEO-GAMES | 10 | 4 | 5 | 4.47 | 3.1 |
LEARNING | 9 | 2 | 3 | 3.16 | 1.11 |
PEDAGOGY | 5 | 1 | 1 | 1 | 0.4 |
ACTIVE-LEARNING | 6 | 2 | 3 | 4 | 1.83 |