Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research

In recent years, the emergence of digital games has had an impact on various educational fields, especially on the motivation and engagement in language learning. This study aims to analyze the latest research trends in game-based learning and gamification applied to vocabulary learning in terms of...

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Main Authors: Julio Areck Chang, Chiung-Sui Chang
Format: Article
Language:English
Published: Tamkang University Press 2023-03-01
Series:Jiàoyù zīliào yǔ túshūguǎn xué
Subjects:
Online Access:http://joemls.dils.tku.edu.tw/fulltext/60101fullText.pdf
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author Julio Areck Chang
Chiung-Sui Chang
author_facet Julio Areck Chang
Chiung-Sui Chang
author_sort Julio Areck Chang
collection DOAJ
description In recent years, the emergence of digital games has had an impact on various educational fields, especially on the motivation and engagement in language learning. This study aims to analyze the latest research trends in game-based learning and gamification applied to vocabulary learning in terms of geographical production, intellectual, social and conceptual structures of the research in this field. A bibliometric analysis was conducted on 125 selected documents published between years 2000 and 2020. The main research findings show that one-quarter of the studies related to gamification and vocabulary learning were conducted in Taiwan, followed closely by the United States. However, collaboration between research institutions and countries is relatively limited. The results also identify influential researchers in the field and the collaborations. Additionally, the themes of “gamification”, “game-based learning”, “language learning”, “vocabulary”, “vocabulary learning”, and “collaborative learning” have attracted significant attention from researchers during these 20 years. Finally, based on publication trends and underdeveloped themes, this study provides suggestions for future research in the field.
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spelling doaj.art-0979140d805943f28a541b09786f34372023-07-30T02:50:51ZengTamkang University PressJiàoyù zīliào yǔ túshūguǎn xué1013-090X2309-91002023-03-0160153410.6120/JoEMLS.202303_60(1).0023.RS.AEGames Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of ResearchJulio Areck Chang0https://orcid.org/0000-0002-4352-6438Chiung-Sui Chang1https://orcid.org/0000-0002-6035-4818Doctoral Program of Foresight for Educational Leadership and Technology Management, Department of Education and Futures Design, Tamkang University, New Taipei City, Taiwan Department of Educational Technology, Tamkang University, New Taipei City, TaiwanIn recent years, the emergence of digital games has had an impact on various educational fields, especially on the motivation and engagement in language learning. This study aims to analyze the latest research trends in game-based learning and gamification applied to vocabulary learning in terms of geographical production, intellectual, social and conceptual structures of the research in this field. A bibliometric analysis was conducted on 125 selected documents published between years 2000 and 2020. The main research findings show that one-quarter of the studies related to gamification and vocabulary learning were conducted in Taiwan, followed closely by the United States. However, collaboration between research institutions and countries is relatively limited. The results also identify influential researchers in the field and the collaborations. Additionally, the themes of “gamification”, “game-based learning”, “language learning”, “vocabulary”, “vocabulary learning”, and “collaborative learning” have attracted significant attention from researchers during these 20 years. Finally, based on publication trends and underdeveloped themes, this study provides suggestions for future research in the field.http://joemls.dils.tku.edu.tw/fulltext/60101fullText.pdfgamificationvocabulary learninggame-based learningbibliometrics
spellingShingle Julio Areck Chang
Chiung-Sui Chang
Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
Jiàoyù zīliào yǔ túshūguǎn xué
gamification
vocabulary learning
game-based learning
bibliometrics
title Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
title_full Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
title_fullStr Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
title_full_unstemmed Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
title_short Games Applied to Vocabulary Learning: A Bibliometric Analysis on Two Decades of Research
title_sort games applied to vocabulary learning a bibliometric analysis on two decades of research
topic gamification
vocabulary learning
game-based learning
bibliometrics
url http://joemls.dils.tku.edu.tw/fulltext/60101fullText.pdf
work_keys_str_mv AT julioareckchang gamesappliedtovocabularylearningabibliometricanalysisontwodecadesofresearch
AT chiungsuichang gamesappliedtovocabularylearningabibliometricanalysisontwodecadesofresearch