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Trends in Research on the Use of Digital Games in Education / Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri

Yıl 2022, Cilt: 13 Sayı: 4, 39 - 56, 31.08.2022
https://doi.org/10.19160/e-ijer.1107500

Öz

This research aimed to examine studies on the use of digital games in education using bibliometric analysis. It used a descriptive scanning model. Academic studies indexed in the Web of Science (WoS) database were reached in the data collection phase. The database was searched using the keyword “digital game”. “Document title”, “abstract”, and “keyword” were chosen as the search criteria. 760 academic studies in the “Education/Educational Research” and “Education Scientific Disciplines” categories published between 2005 and 2021 were included in the research. The bibliometric analysis method was used in the data analysis. The research results showed that most of the studies were articles and published in 2017 and 2018, English and Portuguese were the most published languages, most of the authors were affiliated with or supported by the National Taiwan University of Science and Technology among all the institutions and Anadolu University among the Turkish universities, Taiwan and the USA were the countries with the most publications, the number of citations increased after 2008, and the most common keywords used in the studies were digital game-based learning, game-based learning, and digital games. The research presents an overview of many components in the use of digital games in education. It is believed that the findings of the research will serve as a reference for future studies.

Kaynakça

  • Andres, A. (2009). How to undetake a bibliometric study. Chandos Publishing.
  • Baynal Doğan, T. G., Doğan, S., & Aykan, E. (2021). Liderlik tarzlarının bibliyometrik analizi. Erciyes Akademi, 35(1), 161-169.
  • Becta (2001). Computer games in education project: Findings report.
  • Byun, J., & Joung, E. (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.
  • Chadegani, A. A., Salehi, H., Yunus, M., Farhadi, H., Fooladi, M., Farhadi, M., & Ebrahim, N. A. (2013). A comparison between two main academic literature collections: web of science and scopus databases. Asian Social Science, 9(5), 18-26. http://dx.doi:10.5539/ass.v9n5p18
  • Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education,1-22. https://doi.org/10.1007/s40692-021-00210-y
  • Chen, C. H., Shih, C. C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research And Development, 68(4), 1855-1873.
  • Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2). https://doi.org/10.7771/1541-5015.1481
  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review Of Educational Research, 86(1), 79-122.
  • Dede, C. (2010). Transforming schooling via the 2010 national educational technology plan. Teachers College Record.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
  • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38.
  • Hwang, G. J., & Chen, P. Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 1-11. https://doi.org/10.1016/j.entcom.2021.100459
  • Karasar, N. (2016). Bilimsel araştırma yöntemi “Kavramlar ilkeler ve yöntemler” (27. baskı). Nobel.
  • King, J., & South, J. (2017). Reimagining the role of technology in higher education: A supplement to the national education technology plan. US Department of Education, Office of Educational Technology.
  • Özkaya, A. (2019). Stem eğitimi alanında yapılan yayınların bibliyometrik analizi. Bartın University Journal of Faculty of Education, 8 (2), 590-628. https://doi.org/10.14686/buefad.450825
  • Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
  • Polat, R., & Karakuş, U. (2021). Çevre eğitimi alanındaki makalelerin web of science veri tabanına dayalı bibliyometrik analizi. Anadolu Kültürel Araştırmalar Dergisi, 5(2), 131-145.
  • Prensky, M. (2001). Fun, play and games: what makes games engaging. Digital Game-Based Learning, 5(1), 5-31.
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 1-4. https://doi.org/10.1145/950566.950596
  • Pritchard, A. (1969). Statistical bibliography or bibliometrics. Journal of documentation, 25(4), 348-349.
  • Ritzhaupt, A., Poling, N., Frey, C. & Johnson, M. (2014). A synthesis on digital games in education: What the research literature says from 2000 to 2010. Journal of Interactive Learning Research, 25(2), 261-280.
  • Schöbel, S., Saqr, M., & Janson, A. (2021). Two decades of game concepts in digital learning environments–A bibliometric study and research agenda. Computers & Education, 173, 1-23. https://doi.org/10.1016/j.compedu.2021.104296
  • Sezgin, S., Binark F. M., Yalçın, H. & Bayraktutan, G. (2018). Türkiye’de dijital oyun çalışmalarının 10 yılı: bir Tubitak-Sobag araştırmasının boylamsal etki değerlendirmesi. Kültür ve İletişim, 21(42), 170-194.
  • Şeref, İ., & Karagöz, B. (2019). Türkçe eğitimi akademik alanına ilişkin bir değerlendirme: Web of science veri tabanına dayalı bibliyometrik inceleme. Dil Eğitimi ve Araştırmaları Dergisi, 5(2), 213-231.
  • Talan, T., Doğan, Y., & Batdı, V. (2020). Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education, 52(4), 474-514.
  • Tsai, C. C., Chen, N. S., & Chen, G. D. (2010). The current status and future of e‐learning in Taiwan. Innovations in Education and Teaching International, 47(1), 5-7.
  • Tsai, Y. L., & Tsai, C. C. (2020). A meta-analysis of research on digital game-based science learning. Journal of Computer Assisted Learning, 36(3), 280–294.
  • Van Eck, N. J., & Waltman, L. (2013). VOSviewer manual. Leiden: Univeristeit Leiden. 23 Nisan 2021 tarihinde, https://www.vosviewer.com/download/f-33t2.pdf adresinden erişildi.
  • Woo, J.-C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Educational Technology & Society, 17(3), 291-307.
  • Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta -analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249.
  • Yeşiltaş, E., & Evci, N. (2021). Eğitimde bilgisayar okuryazarlığı çalışmalarının bibliyometrik bir analizi. Gazi Eğitim Bilimleri Dergisi, 7(3), 224-242. https://dx.doi.org/10.30855/gjes.2021.07.03.001
  • Zupic, I. & Cater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429-472. https://dx.doi:10.1177/1094428114562629

Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri / Trends in Research on the Use of Digital Games in Education

Yıl 2022, Cilt: 13 Sayı: 4, 39 - 56, 31.08.2022
https://doi.org/10.19160/e-ijer.1107500

Öz

Bu araştırmanın amacı eğitimde dijital oyun kullanımına yönelik araştırmaları bibliyometrik analiz yöntemi ile incelemektir. Araştırmada nitel araştırma desenlerinden betimsel tarama modeli tercih edilmiştir. Veri toplama aşamasında Web of Science (WoS) indekslerinde yer alan akademik çalışmalara ulaşılmıştır. Veri tabanında “digital game” anahtar kelimesi kullanılarak arama yapılmıştır. Arama kriteri olarak “doküman başlığı, özet, anahtar kelime” seçilmiştir. Araştırmaya 2005-2021 yılları arasındaki “Eğitim/Eğitim Araştırmaları” ve “Eğitim Bilim Disiplinleri” kategorilerinde yer alan 760 akademik çalışma dahil edilmiştir. Verilerin analizinde bibliyometrik analiz yöntemi kullanılmıştır. Araştırmada eğitimde dijital oyunların kullanımı ile ilgili olarak en fazla yayın yapılan yılların 2017 ve 2018 olduğu, en sık yayın yapılan dillerin başında İngilizce ve Portekizcenin geldiği, yayımlanan akademik çalışmaların büyük bir kısmını makalelerin oluşturduğu, yayın yapan yazarların çalıştığı ya da desteklendiği kurumların başında Ulusal Tayvan Bilim Teknoloji Üniversitesi’nin, Türk üniversitelerinden ise Anadolu Üniversitesi’nin geldiği, ilgili konuda en çok yayın yapılan ülkelerin başında Tayvan ve ABD’nin olduğu, 2008 yılı sonrasında ise konuya ilişkin yayınlara yapılan atıf sayısının arttığı, dijital oyun kullanımı ile ilgili yapılan bilimsel yayınlarda en çok dijital oyun tabanlı öğrenme, oyun tabanlı öğrenme, dijital oyunlar vb. anahtar kelimelerinin kullanıldığı bulgularına ulaşılmıştır. Araştırma sonucunda eğitimde dijital oyun kullanımına alanında birçok bileşene yönelik genel bir tablo ortaya koyulmuştur. Çalışmanın bulgularına dayalı olarak gelecekteki çalışmalara referans olabileceği düşünülmektedir.

Kaynakça

  • Andres, A. (2009). How to undetake a bibliometric study. Chandos Publishing.
  • Baynal Doğan, T. G., Doğan, S., & Aykan, E. (2021). Liderlik tarzlarının bibliyometrik analizi. Erciyes Akademi, 35(1), 161-169.
  • Becta (2001). Computer games in education project: Findings report.
  • Byun, J., & Joung, E. (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.
  • Chadegani, A. A., Salehi, H., Yunus, M., Farhadi, H., Fooladi, M., Farhadi, M., & Ebrahim, N. A. (2013). A comparison between two main academic literature collections: web of science and scopus databases. Asian Social Science, 9(5), 18-26. http://dx.doi:10.5539/ass.v9n5p18
  • Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education,1-22. https://doi.org/10.1007/s40692-021-00210-y
  • Chen, C. H., Shih, C. C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research And Development, 68(4), 1855-1873.
  • Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2). https://doi.org/10.7771/1541-5015.1481
  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review Of Educational Research, 86(1), 79-122.
  • Dede, C. (2010). Transforming schooling via the 2010 national educational technology plan. Teachers College Record.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
  • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38.
  • Hwang, G. J., & Chen, P. Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 1-11. https://doi.org/10.1016/j.entcom.2021.100459
  • Karasar, N. (2016). Bilimsel araştırma yöntemi “Kavramlar ilkeler ve yöntemler” (27. baskı). Nobel.
  • King, J., & South, J. (2017). Reimagining the role of technology in higher education: A supplement to the national education technology plan. US Department of Education, Office of Educational Technology.
  • Özkaya, A. (2019). Stem eğitimi alanında yapılan yayınların bibliyometrik analizi. Bartın University Journal of Faculty of Education, 8 (2), 590-628. https://doi.org/10.14686/buefad.450825
  • Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
  • Polat, R., & Karakuş, U. (2021). Çevre eğitimi alanındaki makalelerin web of science veri tabanına dayalı bibliyometrik analizi. Anadolu Kültürel Araştırmalar Dergisi, 5(2), 131-145.
  • Prensky, M. (2001). Fun, play and games: what makes games engaging. Digital Game-Based Learning, 5(1), 5-31.
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 1-4. https://doi.org/10.1145/950566.950596
  • Pritchard, A. (1969). Statistical bibliography or bibliometrics. Journal of documentation, 25(4), 348-349.
  • Ritzhaupt, A., Poling, N., Frey, C. & Johnson, M. (2014). A synthesis on digital games in education: What the research literature says from 2000 to 2010. Journal of Interactive Learning Research, 25(2), 261-280.
  • Schöbel, S., Saqr, M., & Janson, A. (2021). Two decades of game concepts in digital learning environments–A bibliometric study and research agenda. Computers & Education, 173, 1-23. https://doi.org/10.1016/j.compedu.2021.104296
  • Sezgin, S., Binark F. M., Yalçın, H. & Bayraktutan, G. (2018). Türkiye’de dijital oyun çalışmalarının 10 yılı: bir Tubitak-Sobag araştırmasının boylamsal etki değerlendirmesi. Kültür ve İletişim, 21(42), 170-194.
  • Şeref, İ., & Karagöz, B. (2019). Türkçe eğitimi akademik alanına ilişkin bir değerlendirme: Web of science veri tabanına dayalı bibliyometrik inceleme. Dil Eğitimi ve Araştırmaları Dergisi, 5(2), 213-231.
  • Talan, T., Doğan, Y., & Batdı, V. (2020). Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education, 52(4), 474-514.
  • Tsai, C. C., Chen, N. S., & Chen, G. D. (2010). The current status and future of e‐learning in Taiwan. Innovations in Education and Teaching International, 47(1), 5-7.
  • Tsai, Y. L., & Tsai, C. C. (2020). A meta-analysis of research on digital game-based science learning. Journal of Computer Assisted Learning, 36(3), 280–294.
  • Van Eck, N. J., & Waltman, L. (2013). VOSviewer manual. Leiden: Univeristeit Leiden. 23 Nisan 2021 tarihinde, https://www.vosviewer.com/download/f-33t2.pdf adresinden erişildi.
  • Woo, J.-C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Educational Technology & Society, 17(3), 291-307.
  • Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta -analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249.
  • Yeşiltaş, E., & Evci, N. (2021). Eğitimde bilgisayar okuryazarlığı çalışmalarının bibliyometrik bir analizi. Gazi Eğitim Bilimleri Dergisi, 7(3), 224-242. https://dx.doi.org/10.30855/gjes.2021.07.03.001
  • Zupic, I. & Cater, T. (2015). Bibliometric methods in management and organization. Organizational Research Methods, 18(3), 429-472. https://dx.doi:10.1177/1094428114562629
Toplam 34 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar
Bölüm Sayı Makaleleri
Yazarlar

Erkan Yeşiltaş 0000-0002-6720-3684

Saliha Cevher 0000-0002-7532-550X

Erken Görünüm Tarihi 31 Ağustos 2022
Yayımlanma Tarihi 31 Ağustos 2022
Yayımlandığı Sayı Yıl 2022Cilt: 13 Sayı: 4

Kaynak Göster

APA Yeşiltaş, E., & Cevher, S. (2022). Trends in Research on the Use of Digital Games in Education / Eğitimde Dijital Oyun Kullanımına Yönelik Araştırma Eğilimleri. E-Uluslararası Eğitim Araştırmaları Dergisi, 13(4), 39-56. https://doi.org/10.19160/e-ijer.1107500

Creative Commons Lisansı
Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)


[email protected]        http://www.e-ijer.com       Adres: Ege Üniversitesi Eğitim Fakültesi  Bornova/İzmir