TY - JOUR
T1 - Exploring the Research Trajectory of Digital Game-based Learning
T2 - A Citation Network Analysis
AU - Ratnasari, Wiwit
AU - Chou, Tzu Chuan
AU - Huang, Chen Hao
N1 - Publisher Copyright:
© 2022, Educational Technology and Society.All Rights Reserved.
PY - 2023
Y1 - 2023
N2 - The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based learning research fields by adopting an integrated approach of main path analysis that yields this topic’s knowledge diffusion. Using key-route 8 to construct the path, we collect a total of 2156 articles and their data from The Web of Science database. From over 30 years of digital game-based learning development, 26 of the most influential studies are identified and visualized using Pajek software. The findings show two development phases for this field: exploring the role of gaming for educational purpose as well as facilitating learning performance. The research focus in the first phase prominently explores the potentials of digital games for educational purposes, and then the focus evolves in the second phase into actualizing the identified potentials. We propose a framework of digital game-based learning affordance actualization to explain these shifting phenomena in the specific research fields.
AB - The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based learning research fields by adopting an integrated approach of main path analysis that yields this topic’s knowledge diffusion. Using key-route 8 to construct the path, we collect a total of 2156 articles and their data from The Web of Science database. From over 30 years of digital game-based learning development, 26 of the most influential studies are identified and visualized using Pajek software. The findings show two development phases for this field: exploring the role of gaming for educational purpose as well as facilitating learning performance. The research focus in the first phase prominently explores the potentials of digital games for educational purposes, and then the focus evolves in the second phase into actualizing the identified potentials. We propose a framework of digital game-based learning affordance actualization to explain these shifting phenomena in the specific research fields.
UR - http://www.scopus.com/inward/record.url?scp=85162234596&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85162234596&partnerID=8YFLogxK
U2 - 10.30191/ETS.202301_26(1).0004
DO - 10.30191/ETS.202301_26(1).0004
M3 - Article
AN - SCOPUS:85162234596
SN - 1176-3647
VL - 26
SP - 45
EP - 61
JO - Educational Technology and Society
JF - Educational Technology and Society
IS - 1
ER -