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A Systematic Review of Game Learning Research in China

机译:中国游戏学习研究的系统综述

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摘要

In recent years, researchers have recognized the educational value of games and gradually introduced them into classroom teaching. With the development of internet technology, the online game industry is also booming and has gradually become mature and increasingly penetrated into people's daily life, which all further stimulate researchers' enthusiasm in game learning research. In order to further understand the evolving path of game-learning research in China and explore the game learning rules, this paper has taken CSSCI in China Knowledge Network Database (CNK.I) as the data source, "game" and "learning" as the themes, and has selected 818 articles as the research samples to conduct the research. A bibliometrics software and qualitative text analysis method are employed to analyze the high-frequency keywords and topic changes of the sample literature and to summarize the overall progress of game learning research. The research results show that the research foci in this field are mainly educational games, game based learning, game activities, online games, augmented reality and so on. Research topics mainly include educational games, game based learning, game activities, online games, augmented reality, etc. The application of games in teaching is mainly involved in preschool education and physical education.
机译:近年来,研究人员已经认识到游戏的教育价值,并将其逐步引入课堂教学中。随着互联网技术的发展,网络游戏产业也蓬勃发展,并逐渐走向成熟,并日益渗透到人们的日常生活中,这进一步激发了研究人员对游戏学习研究的热情。为了进一步了解中国游戏学习研究的发展路径并探索游戏学习规则,本文以中国知识网络数据库(CNK.I)中的CSSCI为数据源,以“游戏”和“学习”为数据源。主题,并选择了818篇文章作为研究样本进行研究。运用文献计量学软件和定性文本分析方法对样本文献中的高频关键词和主题变化进行分析,总结游戏学习研究的总体进展。研究结果表明,该领域的研究重点主要是教育游戏,基于游戏的学习,游戏活动,网络游戏,增强现实等。研究主题主要包括教育游戏,基于游戏的学习,游戏活动,在线游戏,增强现实等。游戏在教学中的应用主要涉及学前教育和体育教育。

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