A 29-Year (1994–2023) Bibliometrics Analysis of Usage of the Gamification in History Education

IF 3.6 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Xiaolong Shen, Jiangbo Li, Mingming Li, Amir Karimi
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引用次数: 0

Abstract

Over the past two decades, gamification has emerged as a significant pedagogical approach in history education, attracting the attention of historians. This bibliometric study analyses 249 papers from 1994 to 2023, employing scientometric methods to identify trends, key authors, nations, institutions and highly cited documents. Data were processed using Microsoft Excel, Bibliometrix, Publish or Perish (PoP), and VOSviewer. Findings reveal a steady increase in publications, peaking at 26 articles in 2018. VOSviewer identified six research clusters focused on gamification, history education, and history teaching. Elementary school applications emphasise technology, enjoyment, and curiosity, while high school games prioritise analytical skills and critical thinking, utilising online databases, digital archives, and multimedia technologies. The COVID-19 pandemic further accelerated the growth of the gaming industry, with video games gaining popularity for their roles in social interaction, education, and entertainment. The University of Murcia led in publications, followed by institutions in Greece, Brazil and Taiwan. The United States, Spain and Canada were the most productive countries, with scholars like Seng Yue Wong, Sara de Freitas, Christopher Peters and Panagiotis Petridis emphasising national and academic collaborations over international partnerships. Gamification enhances engagement in history education, but its implementation requires age-appropriate integration of virtual and augmented reality technologies tailored to learners' developmental characteristics.

历史教育中游戏化使用的29年文献计量学分析
在过去的二十年里,游戏化已经成为历史教育中一种重要的教学方法,引起了历史学家的注意。本文对1994 - 2023年间的249篇论文进行了文献计量学分析,采用科学计量学方法识别趋势、主要作者、国家、机构和高被引文献。数据使用Microsoft Excel、Bibliometrix、Publish or Perish (PoP)和VOSviewer进行处理。调查结果显示,发表的文章稳步增加,2018年达到26篇的峰值。VOSviewer确定了六个专注于游戏化、历史教育和历史教学的研究集群。小学的应用程序强调技术、乐趣和好奇心,而高中的游戏优先考虑分析技能和批判性思维,利用在线数据库、数字档案和多媒体技术。新冠肺炎疫情进一步加速了游戏产业的发展,电子游戏因其在社交、教育和娱乐方面的作用而受到欢迎。穆尔西亚大学(University of Murcia)发表的论文数量最多,其次是希腊、巴西和台湾的大学。美国、西班牙和加拿大是生产力最高的国家,黄seng Yue、Sara de Freitas、Christopher Peters和Panagiotis Petridis等学者强调国家和学术合作高于国际伙伴关系。游戏化提高了历史教育的参与度,但它的实施需要根据学习者的发展特点,将适合他们年龄的虚拟现实和增强现实技术结合起来。
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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来源期刊
European Journal of Education
European Journal of Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
4.50
自引率
0.00%
发文量
47
期刊介绍: The prime aims of the European Journal of Education are: - To examine, compare and assess education policies, trends, reforms and programmes of European countries in an international perspective - To disseminate policy debates and research results to a wide audience of academics, researchers, practitioners and students of education sciences - To contribute to the policy debate at the national and European level by providing European administrators and policy-makers in international organisations, national and local governments with comparative and up-to-date material centred on specific themes of common interest.
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