Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis

被引:0
作者
Hwang, Gwo-Jen [1 ]
Chen, Pei-Ying [1 ]
Chu, Shih-Ting [1 ]
Chuang, Wen-Hua [1 ]
Juan, Chin-Ya [1 ]
Chen, Hui-Yun [1 ]
机构
[1] Natl Taiwan Univ Sci & Technol, Grad Inst Digital Learning & Educ, Taipei, Taiwan
关键词
Bibliometric Mapping Analysis Game-Based Learning Language Education Literature Review Technology-Supported Learning; COMPUTER GAMES; EMPIRICAL-EVIDENCE; BOARD GAMES; ENGLISH; STUDENTS; IMPACTS; TRENDS; PUBLICATIONS; PERCEPTIONS; PERFORMANCE;
D O I
10.4018/IJOPCD.316184
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In the COVID-19 pandemic, delivering learning content to students via the use of technologies has become mainstream. Among various technology-supported learning modes, game-based language learning (GBLL) has been considered an effective approach to engaging learners in joyful and interactive contexts. This study aims to provide an overview of GBLL using bibliometric mapping analysis and coding analysis. This systematic review provides a scoping overview of empirical evidence on the use and impacts of games in language learning from 1989 to 2020. Based on a set of criteria retrieved from the Web of Science, 101 articles were analyzed. The coding analysis were three aspects to identify the research issues, performance issues, and interaction issues. Moreover, in a comprehensive review of the research on GBLL, insights are provided for educators and future research. The findings differing from those of previous reviews can serve as a reference for researchers on GBLL-related studies.
引用
收藏
页数:25
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