Gamification in education: A citation network analysis using CitNetExplorer

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Contemporary Educational Technology Pub Date : 2023-04-01 DOI:10.30935/cedtech/12863
Ritesh Chugh, Darren Turnbull
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引用次数: 2

Abstract

Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not without its opponents, with many educators concerned about the negative impacts of game use on effective learning. This study enhances our understanding of contemporary practices related to the areas, usage and characteristics of gamification in education. It is of particular relevance to educational institutions with a focus on developing innovative teaching methods and curricula that utilize gamification techniques in a multi-disciplinary, cross-national context across all stages of formal learning. Through the use of bibliometric analysis techniques, our study of the citation relations of 3,617 publications identified ten prominent themes dominated by gamification: mobile gaming, physical education, health and medicine, business, learning performance, programming and computing, English language, teacher adoption, primary & secondary education, and mathematics. Clear evidence of increased student motivation to learn and improved course results were evident in the examined literature. This study will benefit serious game designers, educators, and educational institutions to develop more inclusive and engaging pedagogies that exploit the ubiquitous availability of gaming technologies for inclusion in more traditional course delivery methods.
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教育中的游戏化:使用CitNetExplorer的引文网络分析
游戏正成为教育界各个层面吸引学生参与学习过程的一种流行方法。将游戏活动有效地融入课程中,有可能增强学生在一系列学科中的学习、动机和知识获取。然而,教育的游戏化并非没有对手,许多教育工作者担心游戏使用对有效学习的负面影响。这项研究增强了我们对与教育中游戏化的领域、用法和特征相关的当代实践的理解。它与教育机构特别相关,教育机构专注于开发创新的教学方法和课程,在正式学习的所有阶段,在多学科、跨国家的背景下利用游戏化技术。通过使用文献计量分析技术,我们对3617篇出版物的引用关系进行了研究,确定了游戏化主导的十个突出主题:移动游戏、体育、健康与医学、商业、学习表现、编程与计算、英语、教师采用、中小学教育和数学。在检查的文献中,有明显的证据表明学生学习动机增强,课程成绩提高。这项研究将有利于严肃的游戏设计师、教育工作者和教育机构开发更具包容性和吸引力的教学方法,利用游戏技术的普遍可用性,将其纳入更传统的课程交付方法中。
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来源期刊
Contemporary Educational Technology
Contemporary Educational Technology Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
55
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