Tendencias en la investigación en aprendizaje digital basado en juegos

Análisis bibliométrico (2001-2021)

Autores/as

DOI:

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

Palabras clave:

Aprendizaje basado en juegos digitales, Bibliometria, Tendencias de investigación

Resumen

El objetivo de esta investigación es revelar la dinámica de investigación global de los estudios de aprendizaje basados en juegos digitales y contribuir a una comprensión holística del área temática. Dentro de este propósito, se examina con una perspectiva profunda la situación actual del campo, con sus nuevas orientaciones emergentes y su estructura intelectual. Se realizó análisis bibliométrico y análisis de redes sociales en 494 publicaciones publicadas entre 2001-2021. Como resultado del análisis, las publicaciones en el campo se observaron por primera vez en la base de datos WoS en 2001; se ha determinado que las publicaciones han tenido una tendencia creciente a partir del período 2006-2010. En el análisis de palabras clave comunes, se vio que los conceptos destacados eran "aprendizaje basado en juegos digitales" y "juegos serios". Se encontró que los estudios fueron realizados principalmente por investigadores de Taiwán y EE. UU.

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Biografía del autor/a

Beytullah Karagöz, Tokat Gaziosmanpaşa University, Tokat – Turkey

Associate Professor. PhD in Turkish Education.

Hüseyin Ateş, Ministry of Education, Tokat – Turkey

Master in Science.

Citas

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Publicado

30/12/2022

Cómo citar

KARAGÖZ, B.; ATEŞ, H. Tendencias en la investigación en aprendizaje digital basado en juegos: Análisis bibliométrico (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: 23 nov. 2024.