Game-based learning in scientific literature: text mining analysis

被引:0
作者
Garcia-Masso, Xavier [1 ]
Montalt-Garcia, Sergio [1 ]
Gonzalez, Luis-Millan [1 ]
机构
[1] Univ Valencia, Valencia, Spain
来源
REVISTA DE EDUCACION | 2024年 / 405期
关键词
games; game design; learning; students; software; motivation; GAMIFICATION; EDUCATION;
D O I
10.4438/1988-592X-RE-2024-405-630
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Game-based learning has increased its influence in different fields (e.g., education or marketing) in recent years. However, it is difficult to have an overall landscape of the scientific approach that has been carried out to date around this term. The objective of this study is to identify, analyze, and provide a comprehensive map of the emerging concepts published in the scientific literature related to game-based learning, as well as to establish the most studied topics around these concepts. Method: a search was conducted in the Web of Science (WOS) database for all articles related to this topic, and they were analyzed using both the title and keywords, as well as abstracts, through data mining techniques. The frequency of occurrence of unigrams, bigrams, and trigrams was calculated, as well as the investigated topics within the subject through latent Dirichlet analysis. Results: some of the most frequent unigrams, bigrams, and trigrams were: 'student', 'education', 'virtual reality', 'video game', 'learning environment', 'autism spectrum disorder', 'design methodology approach', and 'information communication technology'. From the model based on latent Dirichlet analysis, 15 research topics related to game-based pedagogy emerged, focusing on new tools for implementing gamification in different contexts (e.g., marketing or economics), as well as the application of game-based learning in the university environment to enhance learning and motivation, which have increased their scientific presence in recent years. Conclusions: thanks to the results of this study, there is an overall understanding of the scientific approach that has been carried out around play-based pedagogy.
引用
收藏
页码:133 / 158
页数:26
相关论文
共 40 条
[21]   Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects [J].
Martinez-Jimenez, Rocio ;
Pedrosa-Ortega, Cristina ;
Liceran-Gutierrez, Ana ;
Ruiz-Jimenez, M. Carmen ;
Garcia-Marti, Elia .
SUSTAINABILITY, 2021, 13 (05)
[22]   Towards understanding the effects of individual gamification elements on intrinsic motivation and performance [J].
Mekler, Elisa D. ;
Brithlmann, Florian ;
Tuch, Alexandre N. ;
Opwis, Klaus .
COMPUTERS IN HUMAN BEHAVIOR, 2017, 71 :525-534
[23]  
Mikic-Fonte F, 2020, PROC FRONT EDUC CONF
[24]   Gamification in crowdsourcing: A review [J].
Morschheuser, Benedikt ;
Hamari, Juho ;
Koivisto, Jonna .
PROCEEDINGS OF THE 49TH ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS 2016), 2016, :4375-4384
[25]   Examining the characteristics of game-based learning: A content analysis and design framework [J].
Nadolny, Larysa ;
Valai, Asimoula ;
Cherrez, Nadia Jaramillo ;
Elrick, Doug ;
Lovett, Alison ;
Nowatzke, Matthew .
COMPUTERS & EDUCATION, 2020, 156
[26]   Using Gamification in Teaching Public Relations Students [J].
Osipovskaya, Elizaveta ;
Miakotnikova, Svetlana .
CHALLENGES OF THE DIGITAL TRANSFORMATION IN EDUCATION, ICL2018, VOL 1, 2020, 916 :685-696
[27]   How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method [J].
Pan, Liuxia ;
Tlili, Ahmed ;
Li, Jiaping ;
Jiang, Feng ;
Shi, Gaojun ;
Yu, Huiju ;
Yang, Junfeng .
FRONTIERS IN PSYCHOLOGY, 2021, 12
[28]   Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies [J].
Pando Cerra, Pablo ;
Fernandez Alvarez, Humberto ;
Busto Parra, Bernardo ;
Iglesias Cordera, Paula .
JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2022, 60 (07) :1663-1687
[29]   Physical Activity and Exercise: Text Mining Analysis [J].
Pans, Miquel ;
Madera, Joaquin ;
Gonzalez, Luis-Millan ;
Pellicer-Chenoll, Maite .
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2021, 18 (18)
[30]   Survival analysis of author keywords: An application to the library and information sciences area [J].
Peset, F. ;
Garzon-Farinos, F. ;
Gonzalez, L. M. ;
Garcia-Masso, X. ;
Ferrer-Sapena, A. ;
Toca-Herrera, J. L. ;
Sanchez-Perez, E. A. .
JOURNAL OF THE ASSOCIATION FOR INFORMATION SCIENCE AND TECHNOLOGY, 2020, 71 (04) :462-473