教育中的游戏

M. A. Küçükaydın, Burcu Durmaz
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引用次数: 0

摘要

在这项研究中,通过使用“基于游戏的学习”、“视频游戏”、“基于游戏的教学法”、“数字游戏”、“游戏化”和“游戏”等词对Web of Science指数进行了研究。研究数据来自SCI-E、SSCI和A&HCI指数,时间跨度为1975-2021年。共有1376篇文章符合纳入标准。检索到的文章进行文献计量学分析。根据相关分析,在“教育中的游戏”的标题下,列出了最有影响力的作者、期刊、机构和文章。此外,基于本研究范围内的文章,从机构和作者之间的合作角度,可视化了一个共词网络结构。研究结果揭示了游戏相关话题的发展趋势,随后讨论了这一领域的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games in Education
In this study, a study was made on the Web of Science index by using the words “game-based learning,” “video games,” “game-based pedagogy,” “digital games,” “gamification,” and “game.” The study was carried out with data obtained from the SCI-E, SSCI, and A&HCI indices covering the years 1975-2021. A total of 1,376 articles were reached in accordance with the inclusion criteria. Retrieved articles were subjected to bibliometric analysis. In line with the relevant analysis, the most influential authors, journals, institutions, and articles were revealed under the title “games in education.” In addition, based on the articles examined within the scope of this research, a co-word network structure was visualized in terms of cooperation among institutions and authors. As a result of the research, the trends in topics related to games were revealed, and the changes in this area are subsequently discussed.
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