Are libraries ready to serve gamification tools for teaching and learning? A review based on computational mapping

IF 2.1 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
Swagota Saikia, Sumeer Gul, M. Verma
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引用次数: 0

Abstract

Purpose Gamification is an emerging technique of applying game elements to difficult and tedious learning activities to make them fun and exciting. This study aims to review the scientific landscape of the library’s readiness to adopt gamification with context to application in teaching and learning purposes based on computational tools. The present research also aims to study the growth of literature on gamification, to identify the most contributing authors, countries, affiliations and journals and collaboration status with different geographical settings. The study will also identify the most influential paper on the area with the highest citation and Altmetric Attention Score (AAS) as well as analyzing the keywords for locating the research trend in the subject area. Design/methodology/approach The study has adopted Scientometric and Altmetric approach by considering the research outputs of a decade (2013–2022) from Scopus database. First, the required data has been searched using appropriate keywords forming the search strategy by running title–abstract–keywords considering the limitation in the system. The exported data is systematically visualized for performing science mapping like the collaboration of authors, countries, organizations and co-occurrence of keywords using VOSviewer. For finding the Altmetrics score and Mendeley readership of the influential research works, the system Dimension.ai is further used. Findings The study found 928 records indicating an exponential growth over the years with total 2,750 authors. Samuel Kai Wah Chu from the University of Hong Kong, China, is the most contributed author. Spain and the USA are highly productive countries, but there needs to be a strong collaboration pattern among authors. It is found that gamification is widely applied in education discipline than any other. Some of the libraries have already implemented gamification tools for learning purposes in their services. The research on gamification still lacks social media attention and needs to be promoted more through various social media platforms for greater visibility. Originality/value The study explores the global scientific literature to identify the library’s awareness of implementing gamification tools in their services for teaching and learning purposes. As per the author’s knowledge, no such study has been conducted until date with such aims and objectives through the application of both Scientometrics and Altmetrics approaches.
图书馆准备好为教学和学习提供游戏化工具了吗?基于计算映射的综述
游戏化是一种新兴技术,它将游戏元素应用于困难和乏味的学习活动,使其变得有趣和令人兴奋。本研究旨在回顾图书馆在基于计算工具的教学和学习目的中采用游戏化的科学前景。本研究还旨在研究游戏化文献的增长情况,以确定不同地理环境下贡献最大的作者、国家、隶属关系和期刊以及合作状况。本研究还将确定该领域最具影响力的论文,其引用率和Altmetric Attention Score (AAS)最高,并分析关键词,以定位该学科领域的研究趋势。设计/方法/方法本研究考虑了Scopus数据库近十年(2013-2022)的研究成果,采用了科学计量法和Altmetric方法。首先,考虑到系统的局限性,使用合适的关键词对需要的数据进行搜索,形成运行title-abstract-keywords的搜索策略。输出的数据被系统地可视化,用于执行科学制图,如作者、国家、组织的合作和使用VOSviewer的关键词共现。为了寻找Altmetrics评分和Mendeley读者影响力的研究作品,系统维度。Ai被进一步使用。研究发现,共有2750名作者,其中928项记录显示了多年来的指数增长。中国香港大学的朱启华是贡献最大的作者。西班牙和美国是生产力很高的国家,但作者之间需要强有力的合作模式。研究发现,游戏化在教育学科中的应用最为广泛。一些图书馆已经在其服务中实现了用于学习目的的游戏化工具。游戏化的研究仍然缺乏社交媒体的关注,需要通过各种社交媒体平台进行更多的推广,以提高知名度。独创性/价值本研究对全球科学文献进行了探索,以确定图书馆在教学和学习服务中实施游戏化工具的意识。据作者所知,到目前为止,还没有这样的研究通过应用科学计量学和Altmetrics方法来实现这样的目的和目标。
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
Global Knowledge Memory and Communication
Global Knowledge Memory and Communication INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
4.20
自引率
16.70%
发文量
77
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