关于成人学习游戏化的文献计量分析:以学习者为中心的教学法的过去、现在和未来趋势

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH
Fei Ping Por, Christina Sook Beng Ong, Siew Keow Ng, Arathai Din Eak
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引用次数: 0

摘要

目的 自我决定的心理学理论认为,游戏化通过内在激励学习者自发地完成任务来提高学习参与度。游戏化作为以学习者为中心的教学法的一部分,已被融入到成人学习中,以解决成人学习者在繁重的工作、家庭责任和经济压力下的低保留率问题。游戏化作为技术媒介之一,在吸引和留住成人学员方面发挥着至关重要的作用。与传统大学生相比,成人学员在研究中受到的关注较少。本研究旨在进行文献分析,评估成人学习游戏化的过去、现在和未来的出版趋势,并找出研究缺口。最初共检索到79,864篇出版物,在对关键词搜索进行细化后,最终选择了3,469篇出版物进行最终分析。研究结果与成人学习游戏化相关的出版物数量自 2020 年达到高峰后有所减少。饱和主要集中在美国、英国和中国,这些国家的国民收入水平和技术进步能力相近。然而,在像马来西亚这样的发展中国家,成人学习游戏化仍然是一个热门且不断增长的研究领域,由于政府在教育、技术和终身学习方面的投资,马来西亚拥有巨大的潜力。在游戏化、成人学习和个性特征方面也存在着明显的研究空白,这在以往的研究中尚未涉及。本文通过对大量出版物进行科学分析,揭示了这一主题的出版物随时间推移而发生的演变,并严格确定了研究缺口,为未来的研究途径做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A bibliometric analysis on gamifying adult learning: past, present and future trends of learner-centered pedagogies
Purpose The psychological theory of self-determination postulated that gamification enhances learning engagement by intrinsically motivating learners to undertake tasks spontaneously. Gamification has then been integrated into adult learning as part of the initiative of learner-centred pedagogies to curb the low retention rates of adult learners who struggle with heavy work commitments, family obligations and financial pressure. Gamification, being one of the technological mediations, assumes the crucial role of engaging and retaining adult learners. Adult learners have received less attention in research when compared with conventional university students. The purpose of this study is to conduct a bibliographic analysis to assess the past, present and future publication trends of gamifying adult learning and to identify the research gap. Design/methodology/approach This study included publications related to gamification and adult learning from 2014 to 2022, extracted from Dimensions. A total of 79,864 publications were retrieved initially, and 3,469 publications were ultimately selected for final analysis after the refinement of the keyword search. VOSviewer was used for bibliographic coupling, keyword co-occurrence, clustering and co-citation analysis of countries. Findings The number of publications related to gamification in adult learning has decreased since its peak in 2020. The saturation is mainly concentrated in the USA, the UK and China, with similar levels of national income and technology advancement skills. However, gamification in adult learning remains a popular and growing research area in developing countries like Malaysia, which has huge potential due to government investments in education, technology and lifelong learning. There is also an evident research gap on gamification, adult learning and personality traits, which have not been covered in previous studies. Originality/value Prior research mostly focused on systematic literature reviews, while the use of bibliometric analysis could be a missing link in this research domain. This paper unveils the evolution of publications on this topic over time by scientifically analysing a large number of publications and rigorously identifying research gaps contributing to future research avenues.
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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