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.
He, Xiaona (58653364300); Chen, Huiting (58753097200); Zhu, Xinyu (58753327700); Gao, Wei (37052008600)
Non-pharmaceutical interventions in containing COVID-19 pandemic after the roll-out of coronavirus vaccines: a systematic review
2024
10.1186/s12889-024-18980-2
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85195438657&doi=10.1186%2fs12889-024-18980-2&partnerID=40&md5=ebc1c69bc6884a90e4758fc81966bfd7
Department of Epidemiology and Health Statistics, School of Public Health, Jiangxi Medical College, Nanchang University, Nanchang, China; Jiangxi Provincial Key Laboratory of Preventive Medicine and Public Health, Nanchang University, No. 461, Bayi Ave,, Nanchang, 330006, China
All Open Access; Gold Open Access
Scopus
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