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A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997-2019

机译:用于可持续发展的仿真和严肃游戏研究的生物毛管计量综述,1997-2019

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Scholars have noted a recent proliferation of simulations and serious games developed for use in educating for sustainability. However, to date, reviews of research have focused on the use of simulations and games in specific subject domains of sustainability such as energy, climate change, and natural resource management. This bibliometric review addressed this gap by documenting and analyzing the full span of research on simulations and serious games used in educating for sustainability. The review aimed to document the growth trajectory, types of documents, topical foci, modes of delivery, and geographical distribution of this literature. Then the authors analyzed research designs and methods employed in this research. The authors applied descriptive statistics and content analysis to 376 relevant Scopus/Google Scholar-indexed documents describing the use of simulations and serious games in educating for sustainability. Key results highlighted the recent vintage of this literature as well as a predominance of studies from a relatively small set of Western societies. The simulations and serious games described in these documents encompass foci on environmental, economic and social sustainability. Technology-enhanced simulations and games are most prevalent, and higher education settings the most common venues of use in this literature. The knowledge base is overly weighted towards 'commentaries' (55%) and lacks a critical mass of empirical studies (33%). Moreover, the empirical knowledge base is dominated by studies that rely on non-experimental research designs and descriptive methods. The authors highlight a variety of stronger research designs and methods that can be used as models for future research. This aligns with a key recommendation for scholars in this domain to undertake programmatic research aimed at substantiating the effects of simulations and serious games on learner attitudes, knowledge and behavior. (C) 2020 Elsevier Ltd. All rights reserved.
机译:学者们已经注意到最近的模拟扩散和开发的严肃游戏,用于教育可持续性。但是,迄今为止,迄今为止,研究的审查专注于在可持续性的特定主题领域在能源,气候变化和自然资源管理等特定主题领域使用模拟和游戏。这篇文献计量综述通过记录和分析了对可持续性教育中使用的仿真和严肃游戏的全面研究来解决了这一差距。审查旨在记录增长轨迹,文件类型,局部焦点,交付方式,以及本文文献的地理分布。然后作者分析了本研究中使用的研究设计和方法。作者将描述性统计和内容分析应用于376个相关的Scopus / Google Scholar索引文件,描述了模拟和严重游戏在教育可持续性方面的使用。关键结果强调了最近这篇文学的复古,以及一系列相对较少的西方社会的研究占主导地位。这些文件中描述的模拟和严肃的比赛包括对环境,经济和社会可持续性的焦点。技术增强的模拟和游戏是最普遍的,高等教育设置在本文中最常见的场地。知识库过于加权“评论”(55%),缺乏一定的经验研究(33%)。此外,经验知识库主导于依赖于非实验研究设计和描述性方法的研究。作者突出了各种更强大的研究设计和方法,可用作未来研究的模型。这与本领域中的学者的关键建议对齐,以便在学习者态度,知识和行为上证实模拟和严肃游戏的影响。 (c)2020 elestvier有限公司保留所有权利。

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