Trends in digital game-based learning research

Bibliometric analysis (2001-2021)

Authors

DOI:

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

Keywords:

Digital game-based learning, Bibliometrics, Research trends

Abstract

The aim of this research is to reveal the global research dynamics of digital game-based learning studies and to contribute to a holistic understanding of the subject area. Within this purpose, the current situation of the field, with its emerging new orientations and its intellectual structure are examined with an in-depth perspective. Bibliometric analysis and social network analysis were performed on 494 publications published between 2001-2021. As a result of the analysis, the publications in the field were first observed in the WoS database in 2001; it has been determined that the publications have been in an increasing trend starting from the period of 2006-2010. In the common keyword analysis, it was seen that the prominent concepts were "digital game-based learning" and "serious games". It was found that the studies were mainly conducted by researchers from Taiwan and the USA.

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Author Biographies

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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Published

30/12/2022

How to Cite

KARAGÖZ, B.; ATEŞ, H. Trends in digital game-based learning research: Bibliometric analysis (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: 18 jul. 2024.