Review Article
Aza D. Ioseliani, Natalia A. Orekhovskaya, Marina N. Svintsova, Evgeny G. Panov, Elena M. Skvortsova, Almira R. Bayanova
CONT ED TECHNOLOGY, Volume 15, Issue 3, Article No: ep426
ABSTRACT
This study’s main objective is to present bibliometric data on articles related to digital educational environments (DEEs) published in the journals indexed in Scopus database between 2003 and February 2023. The data collected from 61 articles published within the study’s scope were subjected to bibliometric analysis based on six categories: number of articles and citations, most cited articles, most used keywords, most influential countries, most-important institutions, and the most important journals. This study was designed as a descriptive study and offers bibliometric network maps of the most popular papers, keywords and countries, institutions, and journals. VOS viewer was used to create network diagrams and bibliometric analyses. The bibliometric analysis showed that the most frequently used keywords were digital learning environment(s), digital educational environment. The most prolific authors related to DEE are Antón-Sancho, Vergara, Barana, and Marchisio. The results showed that DEE studies were started in 2003 and the most articles were published in 2021. This study presents a global perspective on DEEs and proposes vision for future research.
Keywords: digital educational environment, digital learning environment, digital transformation in educational environment, bibliometric analysis
Review Article
Ritesh Chugh, Darren Turnbull
CONT ED TECHNOLOGY, Volume 15, Issue 2, Article No: ep405
ABSTRACT
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not without its opponents, with many educators concerned about the negative impacts of game use on effective learning. This study enhances our understanding of contemporary practices related to the areas, usage and characteristics of gamification in education. It is of particular relevance to educational institutions with a focus on developing innovative teaching methods and curricula that utilize gamification techniques in a multi-disciplinary, cross-national context across all stages of formal learning. Through the use of bibliometric analysis techniques, our study of the citation relations of 3,617 publications identified ten prominent themes dominated by gamification: mobile gaming, physical education, health and medicine, business, learning performance, programming and computing, English language, teacher adoption, primary & secondary education, and mathematics. Clear evidence of increased student motivation to learn and improved course results were evident in the examined literature. This study will benefit serious game designers, educators, and educational institutions to develop more inclusive and engaging pedagogies that exploit the ubiquitous availability of gaming technologies for inclusion in more traditional course delivery methods.
Keywords: learning strategies, information and communication technology, teaching practices, knowledge creation, gamification, bibliometric analysis
Review Article
Ahmad Hamza Obidat
CONT ED TECHNOLOGY, Volume 14, Issue 3, Article No: ep374
ABSTRACT
The main objective of this study is to present a bibliometric analysis of research on e-learning accessibility at the global level. The bibliometric literature was comprised of 1,325 documents, after data pre-processing, published in Scopus database, covering the period from 1985 to 2021. First, a performance analysis was conducted to assess the publication performance of authors, institutions, countries, and other actors. Second, a science mapping analysis was performed to reveal the structure and dynamics of the e-learning accessibility field. As a result, the most productive, sources, authors, institutions, and countries were identified. Also, the collaboration patterns between particular actors were assessed. Furthermore, the e-learning accessibility research themes and their interrelationships were uncovered. This study contributes to the literature by providing useful information about the e-learning accessibility research status quo and, helps policymakers to achieve effective research planning. That is, it helps in objectively identifying strengths and gaps in e-learning accessibility research in terms of its growth, development, themes, impact, and coverage.
Keywords: bibliometric analysis, e-learning, accessibility, disability, educational technology