مقاله انگلیسی رایگان در مورد بازی‌ ها و پاداش‌ ها در بازی های جدی و آموزشی – IEEE 2022

 

مشخصات مقاله
ترجمه عنوان مقاله بازی‌ها و پاداش‌ها: مطالعه علم‌سنجی پاداش‌ها در بازی‌های آموزشی و جدی
عنوان انگلیسی مقاله Games and Rewards: A Scientometric Study of Rewards in Educational and Serious Games
نشریه آی تریپل ای – IEEE
سال انتشار 2022
تعداد صفحات مقاله انگلیسی  8 صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
نوع نگارش مقاله
مقاله پژوهشی (Research article)
مقاله بیس این مقاله بیس میباشد
نمایه (index) JCR – Master Journal List – Scopus – DOAJ
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
4.342 در سال 2020
شاخص H_index 158 در سال 2022
شاخص SJR 0.927 در سال 2020
شناسه ISSN 2169-3536
شاخص Quartile (چارک) Q1 در سال 2020
فرضیه ندارد
مدل مفهومی دارد
پرسشنامه ندارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط مهندسی کامپیوتر
گرایش های مرتبط بازی رایانه ای
نوع ارائه مقاله
ژورنال
مجله / کنفرانس دسترسی آی تریپل ای – IEEE Access
دانشگاه School of Computing, University of Eastern Finland, Finland
کلمات کلیدی تحلیل علم سنجی – کتاب سنجی – پاداش – بازی های آموزشی – بازی های جدی
کلمات کلیدی انگلیسی Scientometric analysis – bibliometrics – rewards – educational games – serious games
شناسه دیجیتال – doi
https://doi.org/10.1109/ACCESS.2022.3160230
لینک سایت مرجع
https://ieeexplore.ieee.org/document/9737096
کد محصول e17119
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فهرست مطالب مقاله:
Abstract
I Introduction
II Methodology
III Results
IV Discussion and Conclusion
References

 

بخشی از متن مقاله:

Abstract

     In this study we provide a new viewpoint on the body of literature regarding rewards in serious and educational games. The study includes a quantitative bibliometric analysis of literature in this context from 1969 to 2020. The dataset from the Scopus abstract and citation database was analyzed with the Bibliometrix R library. The data set was manually cleaned to contain only the relevant articles and conference papers. The data was then categorized to match the common themes. From the remaining documents, the amount of annual numbers of publications is presented and the most contributing countries are shown. The most frequent terms from the abstracts and keywords set by the authors are presented, and a co-occurrence network is drawn from the same data. The results of this study reveal that the most occurring topics in this dataset are gamification, physical activity, health, game design, and game-based learning. New directions for research are provided as the most commonly used media appear to be video games and mobile devices in addition to the literature being mostly focused on theory and not practical application.

Introduction

     Video games have a strong presence in global culture and market [1], [2]. Interest in video games is growing [3], especially among youth and young adults [4]. Gameplay offers learners opportunities to gain new information [5] and shows promise as an effective teaching platform [6]. Studies exist that assess the effectiveness of game-based instructional programs [1], some of which have been found to be motivating and effective [4]. There is little literature about engagement’s effect on learning outcomes [5]. More research must be done on actual learning content than the visual aspect of educational games [7].

     Educational games are referred to as ‘serious games’; [8] states that ‘‘serious games are digital games, simulations, virtual environments, and mixed reality/media that provide opportunities to engage in activities through responsive narrative/story, gameplay, or encounters to inform and influence for well-being and/or experience to convey meaning’’.

Discussion and Conclusion

     This article set out to provide a timeline of growth and the largest contributing countries, as well as popular and common themes in article abstracts and keywords set by authors in the body of literature about rewards in serious and educational games.

     The number of articles produced per year has seen significant growth from the beginning of 2000. The peak years for production were from 2016 to 2020. The largest contributors to the scientific production were identified as the US and the UK. Collaboration between countries was mapped; the highest collaboration was found to be between the US and Canada

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