Game-Based Research in Education: A Key-Route Main Path Analysis of Literature (2008-2017)

Kai-Yu Tang, Chun-Hua Hsiao
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Abstract

In recent years, many researchers have engaged in the development and application of educational computer games. This paper presents a research review of game-based research in education literature from 2008 to 2017. A total of 1,334 journal papers with 17,899 citations were searched and collected from social science citation index database to construct citation network. With the advantage of main path analysis, a total of 4,523 citation links with 758,211 traversal counts were found. Among numerous paths in the citation network, the most frequently searched key-route main paths were identified. Those notable key-route main paths were used as the basis to map the knowledge flow of game-based research in education. This study highlights the key-routes main paths as the theoretical development trajectories in game-based research, providing a research-based platform for further scholarly discussion.
基于游戏的教育研究:一个关键路径——文献分析(2008-2017)
近年来,许多研究者致力于教育类电脑游戏的开发与应用。本文对2008年至2017年教育文献中基于游戏的研究进行了综述。从社科引文索引数据库中检索并收集期刊论文1334篇,被引次数17899次,构建引文网络。利用主路径分析的优势,共发现引文链接4523条,遍历次数758,211次。在引文网络的众多路径中,确定了搜索频率最高的关键路径主路径。以这些显著的关键路径为基础,绘制了教育博弈研究的知识流图。本研究突出了博弈研究的关键路径和主要路径作为理论发展轨迹,为进一步的学术讨论提供了研究平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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