A Visualized Analysis of Game-Based Learning Research from 2013 to 2017

Xinrong Tao, Fei Wang, Xi Li
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引用次数: 2

Abstract

This study aims to make a visualized analysis of game-based learning (GBL) research so as to provide more insights into the research quantity, categories, regions, the most influential scholars and the research hotspots. This paper analyzed the articles and proceeding papers derived from Web of Science (WOS) in the field of game-based learning from 2013 to 2017. A total of 1818 publications were selected and analyzed by the CiteSpace, which was a freely java application to analyze and visualize the trends of scientific publications. The results indicated that the quantity of game-based learning research presents a growth tendency from 2013 to 2017. The category of Education & Educational Research were the most common category in this field. Mozelius P was the most influential researchers. Furthermore, it was found that serious game, motivation, education and gamification were the most frequently used words in the field of game-based learning. Serious game, environment, motivation, gamification, mathematic and Intelligent tutoring system were the research hotspots in this domain. The implications and limitations were also discussed in detail.
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2013 - 2017年基于游戏的学习研究的可视化分析
本研究旨在对基于游戏的学习(game-based learning, GBL)研究进行可视化分析,从而更深入地了解其研究数量、研究类别、研究区域、最具影响力的学者以及研究热点。本文分析了2013年至2017年Web of Science (WOS)上关于基于游戏的学习领域的文章和论文。CiteSpace是一个免费的java应用程序,用于分析和可视化科学出版物的趋势,共选择了1818篇出版物并进行了分析。结果表明:2013 - 2017年,基于游戏的学习研究数量呈增长趋势。教育与教育研究是这一领域最常见的类别。Mozelius P是最有影响力的研究者。此外,研究还发现,严肃游戏、动机、教育和游戏化是基于游戏的学习领域中使用频率最高的词。严肃游戏、环境、动机、游戏化、数学和智能辅导系统是该领域的研究热点。本文还详细讨论了其影响和局限性。
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