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Two decades of game concepts in digital learning environments – A bibliometric study and research agenda
Computers & Education ( IF 8.9 ) Pub Date : 2021-07-31 , DOI: 10.1016/j.compedu.2021.104296
Sofia Schöbel 1 , Mohammed Saqr 2, 3 , Andreas Janson 4
Affiliation  

In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate and engage users in regular system use and, in the end, support learners in achieving better learning outcomes. In this context, different kinds of game concepts exist, such as gamification or serious games, each with a different perspective and usefulness in digital learning environments. Because developing and using with game concepts in digital learning environments has recently become more important, and developing them is still not fully established, questions arise about future research directions involving games in digital learning. Therefore, this study aims to identify the state of the field and determine what is relevant when using game concepts in digital learning. To achieve this goal, we present the results of a bibliometric analysis considering more than 10,000 articles between 2000 and 2019 and summarize them to develop a research agenda. This agenda supports researchers and practitioners in identifying avenues for future research. We contribute to theory by providing a detailed understanding of the relevance of game concepts in digital learning. We propose a research agenda to assist researchers in planning future approaches with and about gamification concepts in digital learning. Practical implications are proposed by demonstrating what should be considered when using game concepts in learning environments.



中文翻译:

数字学习环境中的二十年游戏概念——文献计量研究和研究议程

近年来,在数字环境中将游戏概念用于教育目的变得越来越流行和相关。游戏可用于激励和吸引用户定期使用系统,并最终支持学习者取得更好的学习成果。在这种情况下,存在不同类型的游戏概念,例如游戏化或严肃游戏,每个概念在数字学习环境中都有不同的视角和实用性。由于在数字学习环境中开发和使用游戏概念最近变得更加重要,并且开发它们还没有完全建立,关于数字学习中涉及游戏的未来研究方向出现了问题。因此,本研究旨在确定该领域的状态并确定在数字学习中使用游戏概念时的相关内容。为了实现这一目标,我们展示了 2000 年至 2019 年间超过 10,000 篇文章的文献计量分析结果,并总结它们以制定研究议程。该议程支持研究人员和从业人员确定未来研究的途径。我们通过提供对游戏概念在数字学习中的相关性的详细理解来为理论做出贡献。我们提出了一个研究议程,以帮助研究人员规划数字学习中游戏化概念的未来方法。通过演示在学习环境中使用游戏概念时应考虑的事项,提出了实际意义。该议程支持研究人员和从业人员确定未来研究的途径。我们通过提供对游戏概念在数字学习中的相关性的详细理解来为理论做出贡献。我们提出了一个研究议程,以帮助研究人员规划数字学习中游戏化概念的未来方法。通过演示在学习环境中使用游戏概念时应考虑的事项,提出了实际意义。该议程支持研究人员和从业人员确定未来研究的途径。我们通过提供对游戏概念在数字学习中的相关性的详细理解来为理论做出贡献。我们提出了一个研究议程,以帮助研究人员规划数字学习中游戏化概念的未来方法。通过演示在学习环境中使用游戏概念时应考虑的事项,提出了实际意义。

更新日期:2021-08-04
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