Artículo

Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023): A Scientometrics Review

Resumen

Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core databases. Using specific selection criteria, 364 studies published between 2008 and 2023 were identified for analysis. The findings revealed the following: (a) research on DGBVL has demonstrated considerable growth in recent years, highlighting its high potential; (b) the United States, Taiwan, Mainland China, and Hong Kong emerged as the most prolific contributors to publications in this area; and (c) major research clusters include vocabulary learning, classroom teaching improvement, WhatsApp, augmented reality (AR), and other related topics. This review offers valuable insights for scholars and researchers in DGBVL, fostering further advancements in this field.
Xiong, Zhaoyang (59508858500); Wu, Junjie Gavin (57208554729); Lee, Kean Wah (36487237500)
Research Trends and Hotspots of Digital Game-Based Vocabulary Learning (2008-2023): A Scientometrics Review
2024
10.4018/IJCALLT.366656
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85215612893&doi=10.4018%2fIJCALLT.366656&partnerID=40&md5=6dd07d0f2c8d265f5c90eeb738a43084
Macao Polytechnic University, Macao; University of Nottingham, Malaysia, Malaysia; Faculty of Applied Sciences, Macao Polytechnic University, Macao; School of Education, University of Nottingham Malaysia, Malaysia
All Open Access; Hybrid Gold Open Access
Scopus
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Scopus
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