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. 2020 Aug 20;10(3):832–847. doi: 10.3390/ejihpe10030060

Table 2.

Classic bibliometric indicators (h-index, g-index, q2-index) for analyzed periods.

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