چکیده
مقدمه
II. روش شناسی
III. نتایج
IV. بحث و نتیجه گیری
منابع
Abstract
I. Introduction
II. Methodology
III. Results
IV. Discussion and Conclusion
References
چکیده
در این تحقیق دیدگاه جدیدی در مورد مجموعه ادبیات در خصوص پاداش در بازی های جدی و آموزشی ارائه می شود. این مطالعه شامل تجزیه و تحلیل کمی کتابسنجی ادبیات در این زمینه از سال 1969 تا 2020 است. مجموعه داده از پایگاه دادههای چکیده و استنادی Scopus با کتابخانه Bibliometrix R تجزیه و تحلیل شد. مجموعه داده به صورت دستی پاک شد تا فقط حاوی مقالات مرتبط و مقالات کنفرانس باشد. سپس داده ها برای مطابقت با موضوعات رایج طبقه بندی شدند. از اسناد باقیمانده، میزان سالانه تعداد نشریات ارائه شده و کشورهای مشارکت کننده نشان داده شده است. متداول ترین اصطلاحات از چکیده ها و کلیدواژه های تنظیم شده توسط نویسندگان ارائه شده است، و یک شبکه همزمان از همان داده ها ترسیم شده است. نتایج این مطالعه نشان می دهد که بیشترین موضوعات در این مجموعه داده ها گیمیفیکیشن، فعالیت بدنی، سلامت، طراحی بازی و یادگیری مبتنی بر بازی است. دستورالعملهای جدیدی برای تحقیق ارائه شده است، زیرا به نظر میرسد رایجترین رسانه مورد استفاده بازیهای ویدیویی و دستگاههای تلفن همراه هستند، علاوه بر این که ادبیات عمدتاً بر تئوری متمرکز است و نه کاربرد عملی.
توجه! این متن ترجمه ماشینی بوده و توسط مترجمین ای ترجمه، ترجمه نشده است.
Abstract
In this study we provide a new viewpoint on the body of literature regarding rewards in serious and educational games. The study includes a quantitative bibliometric analysis of literature in this context from 1969 to 2020. The dataset from the Scopus abstract and citation database was analyzed with the Bibliometrix R library. The data set was manually cleaned to contain only the relevant articles and conference papers. The data was then categorized to match the common themes. From the remaining documents, the amount of annual numbers of publications is presented and the most contributing countries are shown. The most frequent terms from the abstracts and keywords set by the authors are presented, and a co-occurrence network is drawn from the same data. The results of this study reveal that the most occurring topics in this dataset are gamification, physical activity, health, game design, and game-based learning. New directions for research are provided as the most commonly used media appear to be video games and mobile devices in addition to the literature being mostly focused on theory and not practical application.
Introduction
Video games have a strong presence in global culture and market [1], [2]. Interest in video games is growing [3], especially among youth and young adults [4]. Gameplay offers learners opportunities to gain new information [5] and shows promise as an effective teaching platform [6]. Studies exist that assess the effectiveness of game-based instructional programs [1], some of which have been found to be motivating and effective [4]. There is little literature about engagement’s effect on learning outcomes [5]. More research must be done on actual learning content than the visual aspect of educational games [7].
Educational games are referred to as ‘serious games’; [8] states that ‘‘serious games are digital games, simulations, virtual environments, and mixed reality/media that provide opportunities to engage in activities through responsive narrative/story, gameplay, or encounters to inform and influence for well-being and/or experience to convey meaning’’.
Discussion and Conclusion
This article set out to provide a timeline of growth and the largest contributing countries, as well as popular and common themes in article abstracts and keywords set by authors in the body of literature about rewards in serious and educational games.
The number of articles produced per year has seen significant growth from the beginning of 2000. The peak years for production were from 2016 to 2020. The largest contributors to the scientific production were identified as the US and the UK. Collaboration between countries was mapped; the highest collaboration was found to be between the US and Canada