Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025) - Summary - MDSpire
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Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000–2025)
To conduct a bibliometric analysis of global research trends and thematic developments in gamification applied to genetics, genomics, and pharmacogenomics education between 2000 and 2025.
Approach:
Study Design: A bibliometric analysis was employed to map the extent, characteristics, and conceptual structure of literature on gamification in genetics education.
Data Sources: A systematic search was conducted across Web of Science, Scopus, and PubMed, covering publications from January 2000 to December 2025.
Search Strategy: The search utilized controlled vocabulary and free-text terms related to gamification, genetics, and education.
Key Findings:
Minimal research activity was observed in the early years, with increased publication growth after 2015.
Research output was dominated by institutions in high-income countries, with limited contributions from low- and middle-income regions.
Thematic analysis revealed a focus on student engagement, interactive learning, simulation, and digital tools.
There is an emerging interest in pharmacogenomics education.
Few studies addressed long-term learning outcomes.
Interpretation:
Limitations:
Limited contributions from low- and middle-income regions may affect the generalizability of findings.
Few studies focused on long-term learning outcomes.
by Azhar T. Rahma, Reem AlSheryani, Noon Hatim Khalid Alrabee, Ahmed Alderei, Alnawa Alharthi, Asma Alshebli, Fatima Alriyami, Sara Alzaabi, Gamila Ahmed, Falah Mohammed AlMarzooqi, Saif Al-Shamsi