Visualization Analysis of Domestic Educational Game Research Hotspots Based on CiteSpace

Handong Wang, Peng-hua Deng
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Abstract

Using the literature visualization and analysis software CiteSpace, the article takes 196 journal literates included in CNKI in the past 6 years from 2015-2021 in China as the research object, and uses bibliometric analysis as the main research method to draw the keyword co-occurrence knowledge map of educational game journal literature during 2015-2021 and author analysis knowledge mapping, revealing that the number of literature on educational games in China in recent years is small, the growth trend is slow, and the research hotspots are mainly focused on three aspects, such as educational game script design, research on the influence of educational games on learners' learning effect and educational game design supporting personalized learning. Finally, the research outlook on the development trend of educational games in China is summarized.
基于CiteSpace的国内教育游戏研究热点可视化分析
本文利用文献可视化分析软件CiteSpace,以2015-2021年中国近6年CNKI收录的196篇期刊文献为研究对象,以文献计量学分析为主要研究方法,绘制了2015-2021年教育游戏期刊文献的关键词共现知识图谱和作者分析知识图谱,发现近年来中国教育游戏相关文献数量较少;增长趋势缓慢,研究热点主要集中在教育游戏脚本设计、教育游戏对学习者学习效果的影响研究和支持个性化学习的教育游戏设计三个方面。最后,对中国教育游戏发展趋势的研究展望进行了总结。
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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