Vol.15, No.3, August 2026.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science

 

Game-Based Mathematics Learning for Autism: A Bibliometric Analysis of Educational and Technological Trends

 

Ririn Widiyasari, Viarti Eminita, Muhamad Sofian Hadi, Ester Anggun Kusumaningtyas, Kayla Putri Ramadhanty, Satria Fatah Ramadhan

 

© 2026 Ririn Widiyasari, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 15, Issue 3, Pages 2914-2932, ISSN 2217-8309, DOI: 10.18421/TEM153-74, August 2026.

 

Received: 07 September 2025.
Revised: 18 February 2026.
Accepted: 09 March 2026.
Published: 27 August 2026.

 

Abstract:

 

Game-based interventions are increasingly recognized as promising tools to enhance mathematics learning for children with autism spectrum disorder, yet systematic evidence on their development and effectiveness remains limited. This study aims to map the research landscape in this field through a bibliometric review of 931 articles indexed in an international database between 2015 and 2025. Bibliometric techniques were applied to generate co-occurrence networks, thematic clusters, and temporal visualizations. The analysis revealed 33 recurring terms grouped into four major thematic clusters: Social and behavioral interventions, developmental and cognitive disorders, mathematics education supported by technology, and methodological studies with a focus on serious games. A notable research peak occurred in 2021–2022, reflecting an increased integration of game design, educational innovation, and inclusive learning practices. These findings demonstrate a shift toward strength-based approaches and highlight the importance of interdisciplinary collaboration across game design, special education, and developmental psychology. The implications suggest that adaptive and immersive technologies can provide more effective, relevant, and socially inclusive mathematics learning experiences for autistic learners.

 

Keywords – Autism spectrum disorder, mathematics education, serious games, educational technology, bibliometric analysis.

 

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