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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Format: | Article |
Language: | English |
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Tamkang University Press
2023-03-01
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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. |
first_indexed | 2024-03-12T21:13:33Z |
format | Article |
id | doaj.art-0979140d805943f28a541b09786f3437 |
institution | Directory Open Access Journal |
issn | 1013-090X 2309-9100 |
language | English |
last_indexed | 2024-03-12T21:13:33Z |
publishDate | 2023-03-01 |
publisher | Tamkang University Press |
record_format | Article |
series | Jiàoyù zīliào yǔ túshūguǎn xué |
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 |