Abstract

Game Technology on Learning Media emerged as one of the widely used solutions to make learning more interesting and interactive in education. Game Technology on Learning Media is growing rapidly by facing theoretical challenges even empirical to prove its effectiveness. This research is the idea of a research publication on Game Technology on Learning Media, showing its extensive use based on data from Scopus publications. The objective of this work is to perform a bibliometric analysis to explain how game technology has progressed in learning media research. To achieve this, the intellectual, conceptual and social network structure of this study is displayed and analyzed utilizing VOSViewer bibliometric analysis and scientific mapping methodologies. The method employed includes five phases: determining search keywords, initial search results, refinement of search results, initial compilation, and data analysis. This research is based on 744 academic documents published during the last ten years from 2011 to 2020 obtained in a data search from the Scopus database. Among the articles most published and indexed by Scopus, papers published by researchers in the United States have the highest number of publications with 169 academic publications, the second highest in Indonesia with 65 academic publications, and the United Kingdom with 65 academic publications. The processed data shows the pattern and trend of decreasing and increasing the number of international publications in the field of Game Technology on Learning Media indexed by Scopus.

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