Abstract
In recent years, researchers have recognized the educational value of games and gradually introduced them into classroom teaching. With the development of internet technology, the online game industry is also booming and has gradually become mature and increasingly penetrated into people’s daily life, which all further stimulate researchers’ enthusiasm in game learning research. In order to further understand the evolving path of game-learning research in China and explore the game learning rules, this paper has taken CSSCI in China Knowledge Network Database (CNKI) as the data source, “game” and “learning” as the themes, and has selected 818 articles as the research samples to conduct the research. A bibliometrics software and qualitative text analysis method are employed to analyze the high-frequency keywords and topic changes of the sample literature and to summarize the overall progress of game learning research. The research results show that the research foci in this field are mainly educational games, game based learning, game activities, online games, augmented reality and so on. Research topics mainly include educational games, game based learning, game activities, online games, augmented reality, etc. The application of games in teaching is mainly involved in preschool education and physical education.
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The authors appreciate the support by the National Nature Science Foundation of China (71704116).
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Wang, J., Song, Q., Gao, S., Tao, Y. (2020). A Systematic Review of Game Learning Research in China. In: Fang, X. (eds) HCI in Games. HCII 2020. Lecture Notes in Computer Science(), vol 12211. Springer, Cham. https://doi.org/10.1007/978-3-030-50164-8_36
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