Tendências na pesquisa de aprendizagem baseada em jogos digitais

Análise bibliométrica (2001-2021)

Autores

DOI:

https://doi.org/10.22633/rpge.v26i00.17726

Palavras-chave:

Aprendizagem baseada em jogos digitais, Bibliometria, Tendências de pesquisa

Resumo

O objetivo desta pesquisa é revelar a dinâmica de pesquisa global dos estudos de aprendizagem baseados em jogos digitais e contribuir para uma compreensão holística da área temática. Dentro deste propósito, a situação atual do campo, com suas novas orientações emergentes e sua estrutura intelectual são examinadas com uma perspectiva aprofundada. Análise bibliométrica e análise de redes sociais foram realizadas em 494 publicações publicadas entre 2001-2021. Como resultado da análise, as publicações na área foram observadas pela primeira vez na base de dados da WoS em 2001; foi determinado que as publicações tiveram uma tendência crescente a partir do período de 2006-2010. Na análise de palavras-chave comuns, observou-se que os conceitos de destaque foram "aprendizagem baseada em jogos digitais" e "jogos sérios". Verificou-se que os estudos foram conduzidos principalmente por pesquisadores de Taiwan e dos EUA.

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Biografia do Autor

Beytullah Karagöz, Tokat Gaziosmanpaşa University, Tokat – Turkey

Associate Professor. PhD in Turkish Education.

Hüseyin Ateş, Ministry of Education, Tokat – Turkey

Master in Science.

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Publicado

30/12/2022

Como Citar

KARAGÖZ, B.; ATEŞ, H. Tendências na pesquisa de aprendizagem baseada em jogos digitais: Análise bibliométrica (2001-2021). Revista on line de Política e Gestão Educacional, Araraquara, v. 26, n. 00, p. e022168, 2022. DOI: 10.22633/rpge.v26i00.17726. Disponível em: https://periodicos.fclar.unesp.br/rpge/article/view/17726. Acesso em: 4 mar. 2024.