Drawing the big picture of games in education: A topic modeling-based review of past 55 years

dc.authoridEkin, Cansu Cigdem/0000-0003-4838-9708
dc.authorscopusid57203036649
dc.authorscopusid55488995000
dc.authorscopusid57221951670
dc.contributor.authorEkin, Cansu C.
dc.contributor.authorPolat, Elif
dc.contributor.authorHopcan, Sinan
dc.contributor.otherComputer Engineering
dc.date.accessioned2024-07-05T15:24:11Z
dc.date.available2024-07-05T15:24:11Z
dc.date.issued2023
dc.departmentAtılım Universityen_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, Turkeyen_US
dc.descriptionEkin, Cansu Cigdem/0000-0003-4838-9708en_US
dc.description.abstractThe 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.citation13
dc.identifier.doi10.1016/j.compedu.2022.104700
dc.identifier.issn0360-1315
dc.identifier.issn1873-782X
dc.identifier.scopus2-s2.0-85144080997
dc.identifier.urihttps://doi.org/10.1016/j.compedu.2022.104700
dc.identifier.urihttps://hdl.handle.net/20.500.14411/2404
dc.identifier.volume194en_US
dc.identifier.wosWOS:000907062800001
dc.identifier.wosqualityQ1
dc.institutionauthorEkin, Cansu Çiğdem
dc.language.isoenen_US
dc.publisherPergamon-elsevier Science Ltden_US
dc.relation.publicationcategoryDiğeren_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectSerious Gamesen_US
dc.subjectGame-based Learningen_US
dc.subjectText Miningen_US
dc.subjectTopic Modelingen_US
dc.subjectLatent Dirichlet Allocationen_US
dc.subjectGames in Educationen_US
dc.titleDrawing the big picture of games in education: A topic modeling-based review of past 55 yearsen_US
dc.typeReviewen_US
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery6ba797de-1a42-4c28-bbdc-867221fad30c
relation.isOrgUnitOfPublicatione0809e2c-77a7-4f04-9cb0-4bccec9395fa
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