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COMPUTER GRAPHICS EDUCATION RESEARCH REVIEW AND BIBLIOMETRIC ANALYSIS

Nagima JiyenbayevaShokhboz DilshodbekovTashkent State Transport UniversityIkromova MadinakhonDilnoza DadaboyevaTashkent University of Information TechnologiesKhakberdiev BakhtiyorLaila AidarovaFaculty of ITA MosaviObuda University
2026
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Educational Computer Graphics (CG) has evolved as an interdisciplinary research area. The literature is however scattered. This paper conducts a bibliometric and thematic analysis of 95 articles from 2016 to 2025. Research trends, geographical distribution, and in- tellectual structure are explored using mixed methods. Publication activity remains constant during the study period. Conference papers make up 60% of the literature. Most papers come from the US and New Zealand. Six major research themes are highlighted. They consist of pedagogy, e learning, automatic assessment, immersive technology, artificial intelligence, and game based learning. Traditional pedagogy continues to dominate. Artificial intelligence and VR/AR become popular after 2020. Citation impact is minimal, with 66.3% having less than five citations. Advanced technologies are studied individually. Multi-site validation and the- oretical basis continue to be rare. This paper recommends multi site validation of integrated learning ecosystems via context sensitive and longitudinal studies.

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