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医学教育中游戏化、基于游戏的学习和严肃游戏的比较:一项科学计量学分析

Comparison of Gamification, Game-Based Learning, and Serious Games in Medical Education: A Scientometrics Analysis.

作者信息

Zohari Mohadeseh, Karim Neda, Malgard Shiva, Aalaa Maryam, Asadzandi Shadi, Borhani Sharareh

机构信息

School of Industrial Engineering, Khajeh Nasir Toosi University of Technology, Tehran, Iran.

Virtual School, Tehran University of Medical Science, Tehran, Iran.

出版信息

J Adv Med Educ Prof. 2023 Jan;11(1):50-60. doi: 10.30476/JAMP.2022.94787.1608.

Abstract

INTRODUCTION

Game in education aims to enhance human motivation and performance in a given activity. Gamification experts and health researchers are still unsure about the status of progress of game for health. So, to fill in this gap, the present study aimed to analyze scientific productions to identify production trends, subject areas, countries, institutes, and authors in these three areas on gamification, game-based learning, and serious games in medical education, as well as to determine co-authorship patterns.

METHODS

The present descriptive quantitative research was conducted through scientometric analysis by using co-authorship networks in gamification, game-based learning, and serious games. First, an advanced search was performed from 1990 to 2020 and the studies were retrieved from Web of sciences, on Aug 17, 2021 The plain text format of data was inputted to Microsoft Excel, CiteSpace and Gephi to analyze scientometric maps for the three domains. Subsequently, the required indicators to review co-authorship networks were obtained: Degree centrality, Betweenness centrality, Closeness centrality, Density, Clustering coefficient, collaboration index and collaboration coefficient.

RESULTS

There were 466 documents in gamification, 155 documents in game-based learning, and 295 documents in serious games. The results indicated the rising trend of scientific publications on the three domains. US was a prolific country in all three domains. Author collaboration has remarkably increased, although the number of single-author articles is still high.

CONCLUSION

Due to the increasing growth of publications on these three domains, research can be continued by forming specialized groups and supporting joint publications. Also, research policy-makers should promote author collaborations on the national and international scale.

摘要

引言

教育中的游戏旨在提高人们在特定活动中的动机和表现。游戏化专家和健康研究人员仍不确定健康游戏的进展状况。因此,为了填补这一空白,本研究旨在分析科学成果,以确定医学教育中游戏化、基于游戏的学习和严肃游戏这三个领域的成果趋势、主题领域、国家、机构和作者,并确定合作模式。

方法

本描述性定量研究通过对游戏化、基于游戏的学习和严肃游戏中的合作网络进行科学计量分析来进行。首先,在1990年至2020年期间进行了高级搜索,并于2021年8月17日从科学网检索了相关研究。将数据的纯文本格式输入到Microsoft Excel、CiteSpace和Gephi中,以分析这三个领域的科学计量图。随后,获得了审查合作网络所需的指标:度中心性、中介中心性、接近中心性、密度、聚类系数、合作指数和合作系数。

结果

游戏化领域有466篇文献,基于游戏的学习领域有155篇文献,严肃游戏领域有295篇文献。结果表明这三个领域的科学出版物呈上升趋势。美国在所有这三个领域都是多产国家。尽管单篇作者文章的数量仍然很高,但作者合作显著增加。

结论

由于这三个领域的出版物数量不断增长,可以通过组建专业团队并支持联合出版物来继续开展研究。此外,研究政策制定者应在国家和国际层面促进作者合作。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a542/9846099/1e18d986f08c/JAMP-11-50-g001.jpg

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