Trends in Research on the Use of Digital Games in Education / Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri
Abstract
Keywords
Kaynakça
- 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.
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Ayrıntılar
Birincil Dil
İngilizce
Konular
Eğitim Üzerine Çalışmalar
Bölüm
Araştırma Makalesi
Yayımlanma Tarihi
31 Ağustos 2022
Gönderilme Tarihi
22 Nisan 2022
Kabul Tarihi
14 Haziran 2022
Yayımlandığı Sayı
Yıl 2022 Cilt: 13 Sayı: 4
Cited By
Serious Games in Service of Higher Education
Journal of ExoTechnology and Education
https://doi.org/10.36615/cbkbz605