Drawing the Big Picture of Games in Education: a Topic Modeling-Based Review of Past 55 Years

dc.authorid Ekin, Cansu Cigdem/0000-0003-4838-9708
dc.authorscopusid 57203036649
dc.authorscopusid 55488995000
dc.authorscopusid 57221951670
dc.contributor.author Ekin, Cansu C.
dc.contributor.author Polat, Elif
dc.contributor.author Hopcan, Sinan
dc.contributor.other Computer Engineering
dc.date.accessioned 2024-07-05T15:24:11Z
dc.date.available 2024-07-05T15:24:11Z
dc.date.issued 2023
dc.department Atılım University en_US
dc.department-temp [Ekin, Cansu C.] Atilim Univ, Fac Engn, Comp Engn, TR-06830 Ankara, Incek, Turkey; [Polat, Elif; Hopcan, Sinan] Istanbul Univ Cerrahpasa, Hasan Ali Yucel Educ Fac, Comp Educ & Instruct Technol, TR-34452 Istanbul, Turkey en_US
dc.description Ekin, Cansu Cigdem/0000-0003-4838-9708 en_US
dc.description.abstract The literature of games in education has a rich and multidisciplinary content. Due to the large number of studies in the field, it is not easy to analyze all relevant studies. There are few studies exploring the big picture of research trends in the field. For this reason, the purpose of this study is to examine longitudinal trends of game-based research in education using text mining tech-niques. 4980 publications were retrieved as an experimental dataset indexed by the SCOPUS database in the period 1968 to mid-2021. The results include descriptive statistics of game-based research, trends of the research topics, and trends in the frequency of each topic over time. They show that the number of studies focusing on the use of games in education has increased, particularly since the 2000s when Internet use accelerated and became widespread. Approxi-mately 70% of all the studies were conducted in the last 10 years. One third of the studies is related to the main topic of game-based learning. It is significant that in the last three decades the topic of serious games has been among the top three trends. Considering usage acceleration of the topics, the highest values belong to game-based learning, serious games and student science games, in that order. The findings of this study are expected to guide the field by providing a better understanding of the trends of games in education and offer a direction for future research. en_US
dc.identifier.citationcount 13
dc.identifier.doi 10.1016/j.compedu.2022.104700
dc.identifier.issn 0360-1315
dc.identifier.issn 1873-782X
dc.identifier.scopus 2-s2.0-85144080997
dc.identifier.uri https://doi.org/10.1016/j.compedu.2022.104700
dc.identifier.uri https://hdl.handle.net/20.500.14411/2404
dc.identifier.volume 194 en_US
dc.identifier.wos WOS:000907062800001
dc.identifier.wosquality Q1
dc.institutionauthor Ekin, Cansu Çiğdem
dc.language.iso en en_US
dc.publisher Pergamon-elsevier Science Ltd en_US
dc.relation.publicationcategory Diğer en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 44
dc.subject Serious Games en_US
dc.subject Game-based Learning en_US
dc.subject Text Mining en_US
dc.subject Topic Modeling en_US
dc.subject Latent Dirichlet Allocation en_US
dc.subject Games in Education en_US
dc.title Drawing the Big Picture of Games in Education: a Topic Modeling-Based Review of Past 55 Years en_US
dc.type Review en_US
dc.wos.citedbyCount 29
dspace.entity.type Publication
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