تحلیل پارادایم فکری و ترسیم نگاشت علمی پژوهشهای بینالمللی در حوزه بازیپردازی در آموزش | ||
| پژوهش در روشهای آموزش | ||
| دوره 3، شماره 2 - شماره پیاپی 10، خرداد 1404، صفحه 4-23 اصل مقاله (885.47 K) | ||
| نوع مقاله: مقاله پژوهشی | ||
| شناسه دیجیتال (DOI): 10.22091/jrim.2025.11837.1155 | ||
| نویسندگان | ||
| فاطمه حیدری1؛ سیدمحمدباقر جعفری* 2؛ سیف اله فضل الهی قمشی3 | ||
| 1دانشجوی دکتری مدیریت آموزشی، گروه علوم تربیتی، واحد قم، دانشگاه آزاد اسلامی، قم، ایران | ||
| 2دانشیار گروه مدیریت صنعتی و فناوری، دانشکده مدیریت و حسابداری،دانشکده فارابی، دانشگاه تهران، قم، ایران | ||
| 3دانشیار گروه علوم تربیتی، واحد قم، دانشگاه آزاد اسلامی، قم، ایران | ||
| چکیده | ||
| در مقاله حاضر با هدف درک بهتر موضوعات مختلف بررسی شده در تولیدات علمی حوزه بازیپردازی در آموزش، مقالات منتشر شده در مجلات معتبر بینالمللی، میزان همکاریهای علمی میان پژوهشگران و قرابت مباحث علمی بر مبنای واژگان مورد ارزیابی قرار گرفت. بر این اساس مطالعه نظاممند کلیه مقالات پژوهشی منتشر شده در پایگاه اطلاعاتی Web of Science که در فاصله زمانی سالهای 2012 تا 2024 به چاپ رسیدهاند، مطالعه شد و تجزیهوتحلیل دادهها با استفاده از نرمافزار VOS viewer ورژن 11/6/1 انجام شد. برای تحلیل دادهها، پژوهشهای انتخاب شده از منظر سال انجام تحقیق، پرکارترین نویسندگان، همتألیفی نویسندگان و کاربرد واژگان کلیدی بررسی شدند. براساس نتایج، مشخص شد که بیشترین پژوهشها در چه سالی انجام گرفته است. همچنین نویسندگانی که دارای بیشترین پژوهش بودند، شناسایی و معرفی گردیدند. در قسمت کلیدواژههای پرکاربرد هم کلمه بازیپردازی (Gamification) به عنوان پرکاربردترین کلمه در مقالات شناسایی شد. بررسی جامع مقالاتی که در پایگاه Web of Science منتشر شده است و همچنین بررسی مهمترین نویسندگان، مقالات و کلمات کلیدی در این حوزه، کمک شایانی به پژوهشگرانی میکند که برای انجام پژوهش جدید به این اطلاعات نیاز دارند | ||
تازه های تحقیق | ||
از آن جا که استفاده از روشهای آموزشی فعال برعکس آموزشهای سنتی باعث ایجاد انگیزه بیشتر در دانشآموزان و در نتیجه یادگیری بهتر میشود، بنابراین استفاده از بازیپردازی در آموزش به جهت اینکه این پدیده تکنیکی جهت افزایش انگیزه و درگیری مخاطبان است، بسیار مورد توجه پژوهشگران در حوزه آموزش قرار گرفته است. در پژوهش حاضر و با جستجو در پایگاه اطلاعاتی وب آف ساینس تعداد 4622 مقاله در زمینه بازیپردازی در آموزش موجود بود که طی سه مرحله غربالگری تعداد 770 مقاله در حوزه مورد مطالعه به دست آمد. آمار و ارقام نشاندهنده این است که تعداد مقالات چاپ شده در این حوزه بسیار زیاد است و این نشان از اهمیت بازیپردازی در حوزه آموزش دارد. از سال 2012 نیز روند رشد مقالات قابل توجه بوده است؛ هر چند بیشترین میزان مطالعات مربوط به سالهای 2023 و 2024 بوده است که نشاندهنده میزان علاقه پژوهشگران به تحقیق در این زمینه میباشد. بنابراین نیاز است که در شیوههای آموزشی هم تغییراتی ایجاد شود و فرایند آموزش هم به یک فرایند فعال و اثربخش تبدیل گردد. موضوعات استخراج شده در این پژوهش و پژوهشهای مرتبط نشان میدهد که به کارگیری بازیپردازی در آموزش باعث افزایش انگیزه، مشارکت، تعامل و اثربخشی بیشتر یادگیری میشود. شبکه همتألیفی ترسیم شده از نویسندگان در حوزه بازیپردازی در آموزش نشان داد از میان 2446 نویسنده، 61 نویسنده دارای همکاری علمی قویتری نسبت به بقیه بودند. از میان این نویسندگان رودریگز و ایزوتانی دارای بالاترین میزان همتألیفی با نویسندگان دیگر میباشند. | ||
| کلیدواژهها | ||
| بازیپردازی؛ پارادایم فکری؛ نگاشت علمی؛ آموزش؛ پژوهش | ||
| عنوان مقاله [English] | ||
| Analyzing the Intellectual Paradigm and Scientific Mapping of International Researches in the Area of Gamification in Education | ||
| نویسندگان [English] | ||
| Fatemeh Heidari1؛ Seyed Mohammadbagher Jafari2؛ Seyfollah Fazlollahi Qomshi3 | ||
| 1Ph.D. student in, Department of Educational Sciences, Islamic Azad University, Qom Branch, Qom, Iran | ||
| 2Associate Professor, Department of Industry and Technology Management, Faculty of Management and Accounting, Farabi College, University of Tehran, Qom, Iran | ||
| 3Associate Professor, Department of Educational Sciences, Islamic Azad University, Qom Branch, Qom, Iran | ||
| چکیده [English] | ||
| In this article, with the aim of better understanding the various topics examined in scientific productions in the area of gamification in education, articles published in prestigious international journals, the extent of scientific collaborations between researchers, and the affinity of scientific topics based on vocabulary were evaluated. Accordingly, a systematic study of all research articles published in the Web of Science database between 2012 and 2024 was conducted, and data analysis was performed using VOS viewer software version 11.6.1. For data analysis, the selected studies were examined in terms of the year of research, most prolific authors, co-authorship of authors, and use of keywords. Based on the results, the year in which the most research was conducted, was determined. In addition, the authors who conducted the most research were identified and introduced. In the section on frequently used keywords, word gamification was identified as the most frequently used word in the articles. A comprehensive review of articles published in the Web of Science database, as well as a review of the most important authors, articles, and keywords in this field, provides significant assistance to researchers who need this information to conduct new research. | ||
| کلیدواژهها [English] | ||
| gamification, intellectual paradigm, scientific mapping, education, research | ||
| مراجع | ||
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