Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis

被引:0
|
作者
Hwang, Gwo-Jen [1 ]
Chen, Pei-Ying [1 ]
Chu, Shih-Ting [1 ]
Chuang, Wen-Hua [1 ]
Juan, Chin-Ya [1 ]
Chen, Hui-Yun [1 ]
机构
[1] Natl Taiwan Univ Sci & Technol, Grad Inst Digital Learning & Educ, Taipei, Taiwan
关键词
Bibliometric Mapping Analysis Game-Based Learning Language Education Literature Review Technology-Supported Learning; COMPUTER GAMES; EMPIRICAL-EVIDENCE; BOARD GAMES; ENGLISH; STUDENTS; IMPACTS; TRENDS; PUBLICATIONS; PERCEPTIONS; PERFORMANCE;
D O I
10.4018/IJOPCD.316184
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In the COVID-19 pandemic, delivering learning content to students via the use of technologies has become mainstream. Among various technology-supported learning modes, game-based language learning (GBLL) has been considered an effective approach to engaging learners in joyful and interactive contexts. This study aims to provide an overview of GBLL using bibliometric mapping analysis and coding analysis. This systematic review provides a scoping overview of empirical evidence on the use and impacts of games in language learning from 1989 to 2020. Based on a set of criteria retrieved from the Web of Science, 101 articles were analyzed. The coding analysis were three aspects to identify the research issues, performance issues, and interaction issues. Moreover, in a comprehensive review of the research on GBLL, insights are provided for educators and future research. The findings differing from those of previous reviews can serve as a reference for researchers on GBLL-related studies.
引用
收藏
页数:25
相关论文
共 50 条
  • [31] Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review
    Vnucko, Gregor
    Klimova, Blanka
    SYSTEMS, 2023, 11 (02):
  • [32] A systematic review of augmented reality game-based Learning in STEM education
    Yu, Jiaqi
    Denham, Andre R.
    Searight, Empress
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2022, 70 (04): : 1169 - 1194
  • [33] A Systematic Review of Research about Game-based Learning in Virtual Worlds
    Pellas, Nikolaos
    Mystakidis, Stylianos
    JOURNAL OF UNIVERSAL COMPUTER SCIENCE, 2020, 26 (08) : 1017 - 1042
  • [34] A Systematic Literature Review on Organizational Training Using Game-Based Learning
    Hernandez, Mateo
    Moreno, Julian
    HUMAN-COMPUTER INTERACTION, HCI-COLLAB 2018, 2019, 847 : 1 - 18
  • [35] Effects and core design parameters of digital game-based language learning in the mobile era: a meta-analysis and systematic review
    Nitisakunwut, Panicha
    Hwang, Gwo-Jen
    INTERNATIONAL JOURNAL OF MOBILE LEARNING AND ORGANISATION, 2023, 17 (04) : 470 - 498
  • [36] A Systematic Review of Using Reflective Design Features in Game-Based Learning
    Shaheen, Anjuman
    Fotaris, Panagiotis
    Fallahkhair, Sanaz
    PROCEEDINGS OF THE 15TH EUROPEAN CONFERENCE ON GAME BASED LEARNING (ECGBL 2021), 2021, : 640 - 647
  • [37] A systematic literature review of game-based learning in Artificial Intelligence education
    Zhan, Zehui
    Tong, Yao
    Lan, Xixin
    Zhong, Baichang
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (03) : 1137 - 1158
  • [38] Game-based learning in pharmacy education: A systematic review and narrative synthesis
    Kanaan, Seham
    Dabbous, Mariam
    Akel, Marwan
    Lteif, Rebecca
    Rahal, Mohamad
    Sakr, Fouad
    PHARMACY EDUCATION, 2023, 23 (01): : 629 - 639
  • [39] A systematic review of augmented reality game-based Learning in STEM education
    Jiaqi Yu
    André R. Denham
    Empress Searight
    Educational technology research and development, 2022, 70 : 1169 - 1194
  • [40] Bibliometric Analysis of Game-Based Researches in Educational Research
    Ekin, Cansu Cigdem
    Gul, Abdulmenaf
    INTERNATIONAL JOURNAL OF TECHNOLOGY IN EDUCATION, 2022, 5 (03): : 499 - 517