EN
TR
Trends in Research on the Use of Digital Games in Education / Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri
Abstract
This research aimed to examine studies on the use of digital games in education using bibliometric analysis. It used a descriptive scanning model. Academic studies indexed in the Web of Science (WoS) database were reached in the data collection phase. The database was searched using the keyword “digital game”. “Document title”, “abstract”, and “keyword” were chosen as the search criteria. 760 academic studies in the “Education/Educational Research” and “Education Scientific Disciplines” categories published between 2005 and 2021 were included in the research. The bibliometric analysis method was used in the data analysis. The research results showed that most of the studies were articles and published in 2017 and 2018, English and Portuguese were the most published languages, most of the authors were affiliated with or supported by the National Taiwan University of Science and Technology among all the institutions and Anadolu University among the Turkish universities, Taiwan and the USA were the countries with the most publications, the number of citations increased after 2008, and the most common keywords used in the studies were digital game-based learning, game-based learning, and digital games. The research presents an overview of many components in the use of digital games in education. It is believed that the findings of the research will serve as a reference for future studies.
Keywords
References
- Andres, A. (2009). How to undetake a bibliometric study. Chandos Publishing.
- Baynal Doğan, T. G., Doğan, S., & Aykan, E. (2021). Liderlik tarzlarının bibliyometrik analizi. Erciyes Akademi, 35(1), 161-169.
- Becta (2001). Computer games in education project: Findings report.
- Byun, J., & Joung, E. (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.
- Chadegani, A. A., Salehi, H., Yunus, M., Farhadi, H., Fooladi, M., Farhadi, M., & Ebrahim, N. A. (2013). A comparison between two main academic literature collections: web of science and scopus databases. Asian Social Science, 9(5), 18-26. http://dx.doi:10.5539/ass.v9n5p18
- Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education,1-22. https://doi.org/10.1007/s40692-021-00210-y
- Chen, C. H., Shih, C. C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research And Development, 68(4), 1855-1873.
- Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2). https://doi.org/10.7771/1541-5015.1481
Details
Primary Language
English
Subjects
Studies on Education
Journal Section
Research Article
Publication Date
August 31, 2022
Submission Date
April 22, 2022
Acceptance Date
June 14, 2022
Published in Issue
Year 1970 Volume: 13 Number: 4
APA
Yeşiltaş, E., & Cevher, S. (2022). Trends in Research on the Use of Digital Games in Education / Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri. E-Uluslararası Eğitim Araştırmaları Dergisi, 13(4), 39-56. https://doi.org/10.19160/e-ijer.1107500
Cited By
Serious Games in Service of Higher Education
Journal of ExoTechnology and Education
https://doi.org/10.36615/cbkbz605