Bibliometric Analysis on Digital Game-Based Learning in Mathematics Education

For effective learning in mathematics, it is important to use different models in teaching processes. The use of additional materials is necessary, especially in overcoming problems that may arise during the transition from concrete concepts to abstract concepts. Technological developments have also influenced the methods and techniques used in mathematics classes. In recent years, the use of digital games in educational environments has increased. These tools are particularly prominent as an important research area in bringing out the fun side of mathematics, especially for students who see mathematics as a difficult subject. It is known that digital games have many positive contributions, such as increasing learning motivation, promoting problem-solving and creative thinking, and improving teamwork. However, the negative effects of digital games on social skills have also been reported, emphasizing the importance of researching the subject. In addition, the continuous development of digital game content due to technological advancements keeps the subject current. Therefore, the aim of the study is to reveal the intellectual structure of research on digital games in mathematics education. To this end, publications related to digital games in mathematics education were analyzed using bibliometric methods from the Web of Science database. The most effective countries, co-occurrence of keywords, conceptual, social, and intellectual trends were examined in the study. The research results will provide mathematics educators with a broad perspective on articles written in the field, helping them to understand the main outlines of the subject, the trends related to the subject, and the relationships between different components.

Matematik Eğitiminde Dijital Oyun Tabanlı Öğrenme Üzerine Bibliyometrik Analiz

Matematikte öğrenmenin etkili bir şekilde gerçekleşmesi için öğretim süreçlerinde farklı modellerin kullanılması önemli görülmektedir. Özellikle somut kavramlardan soyut kavramlara geçişte yaşanabilecek problemlerin üstesinden gelmek için ek materyallerin kullanımına ihtiyaç vardır. Teknolojik gelişmeler, matematik derslerinde kullanılan yöntem ve teknikleri de etkilemiştir. Son yıllarda dijital oyunların eğitim-öğretim ortamlarında kullanımı artmıştır. Özellikle matematiği zor bir ders olarak gören öğrenciler için, matematiğin eğlenceli yönünü ortaya çıkarmada bu tür araçlar önemli bir araştırma alanı olarak öne çıkmaktadır. Dijital oyunların öğrenme motivasyonunu artırma, problem çözme ve yaratıcı düşünmeyi teşvik etme ve takım çalışmasını geliştirme gibi birçok olumlu katkısı olduğu bilinmektedir. Ancak, dijital oyunların sosyal beceriler üzerinde olumsuz etkileri de bildirilmiştir. Bu durum, konunun araştırılmasının önemini vurgulamaktadır. Ayrıca dijital oyun içeriklerinin teknolojik gelişmelere bağlı olarak sürekli gelişmesi, konunun güncel kalmasına sebep olmaktadır. Bu nedenle çalışmanın amacı matematik eğitiminde dijital oyunlara yönelik yapılan araştırmaların entelektüel yapısını ortaya koymaktır. Bu amaç doğrultusunda, Web of Science veri tabanında taranan matematik eğitiminde dijital oyunlarla ilgili yayınlar bibliyometrik yöntemlerle analiz edilmiştir. Çalışmada en etkili ülkeler, anahtar kelimelerin birlikte oluşumu, kavramsal, sosyal ve entelektüel eğilimler incelenmiştir. Araştırma sonuçları matematik eğitimcilerine alanda yazılmış makalelere geniş bir perspektiften bakış açısı sağlayarak, konunun ana hatlarını, konuyla ilgili eğilimlerin neler olduğunu ve farklı bileşenler arasındaki ilişkileri anlamalarına yardımcı olacaktır.

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İnönü Üniversitesi Eğitim Fakültesi Dergisi-Cover
  • Yayın Aralığı: Yılda 3 Sayı
  • Başlangıç: 2002
  • Yayıncı: İnönü Üniversitesi Eğitim Fakültesi Dekanı