Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023

  • Ilham Muhammad Universitas Pendidikan Indonesia
  • Fadli Agus Triansyah Universitas Pendidikan Indonesia
  • Ardian Fahri Universitas Negeri Yogyakarta
  • Ashari Gunawan Universitas Pendidikan Indonesia
Abstract views: 562 , PDF (Bahasa Indonesia) downloads: 530
Keywords: Bibliometric, Game-based learning, High School

Abstract

Game based learning is game-based learning that involves games in the educational process, aiming to increase learning activities. The purpose of this study is to capture research landscapes related to game-based learning in high school learning from 2005 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is from the Scopus database. Game based learning research publications in secondary schools from 2005 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States of America is the most influential country in this field. The focus of research related to Game based learning in secondary schools is, 1) computational thinking and understanding; 2) science, technology and development; 3) experience and environment. New themes related to Game based learning research in secondary schools are self-efficacy, computational creativity, inquiry, ar technology and mathematical problems.

Downloads

Download data is not yet available.

References

Abramczyk, A., & Jurkowski, S. (2020). Cooperative learning as an evidence-based teaching strategy: what teachers know, believe, and how they use it. Journal of Education for Teaching, 46(3), 296–308. https://doi.org/10.1080/02607476.2020.1733402

Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/IJASRE.2018.33016

Bores-García, D., Hortigüela-Alcalá, D., Fernandez-Rio, F. J., González-Calvo, G., & Barba-Martín, R. (2021). Research on Cooperative Learning in Physical Education: Systematic Review of the Last Five Years. Research Quarterly for Exercise and Sport, 92(1), 146–155. https://doi.org/10.1080/02701367.2020.1719276

Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29(6), 505–517. https://doi.org/10.1111/jcal.12008

Casey, A., & Fernandez-Rio, J. (2019). Cooperative Learning and the Affective Domain. Journal of Physical Education, Recreation & Dance, 90(3), 12–17. https://doi.org/10.1080/07303084.2019.1559671

Çiftci, S. (2018). Trends of Serious Games Research from 2007 to 2017: A Bibliometric Analysis. Journal of Education and Training Studies, 6(2), 18. https://doi.org/10.11114/jets.v6i2.2840

Delgado-García, M., Conde Vélez, S., & Toscano Cruz, M. de la O. (2022). Cooperative learning at university: Opinion of students and application of the instrument Cooperative Learning Questionnaire (CLQ). Innovations in Education and Teaching International, 59(5), 564–573. https://doi.org/10.1080/14703297.2021.1932557

Dewi, N. P., & Listiowarni, I. (2019). Implementasi Game Based Learning pada Pembelajaran Bahasa Inggris. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 3(2), 124–130. https://doi.org/10.29207/resti.v3i2.885

Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers and Education, 68, 429–439. https://doi.org/10.1016/j.compedu.2013.06.005

Hamad, R., Elser, H., Tran, D. C., Rehkopf, D. H., & Goodman, S. N. (2018). How and why studies disagree about the effects of education on health: A systematic review and meta-analysis of studies of compulsory schooling laws. Social Science & Medicine, 212, 168–178. https://doi.org/10.1016/j.socscimed.2018.07.016

Herrig, B. (2013). Get your head in the game: Digital game-based learning with game maker. In Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 228–239). IGI Global. https://doi.org/10.4018/978-1-4666-2848-9.ch012

Hooshyar, D., Lim, H., Pedaste, M., Yang, K., Fathi, M., & Yang, Y. (2019). AutoThinking: An Adaptive Computational Thinking Game (pp. 381–391). https://doi.org/10.1007/978-3-030-35343-8_41

Hung, C.-Y., Sun, J. C.-Y., & Liu, J.-Y. (2019). Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds. Interactive Learning Environments, 27(8), 1028–1046. https://doi.org/10.1080/10494820.2018.1481103

Illeris, K. (2018). An overview of the history of learning theory. European Journal of Education, 53(1), 86–101. https://doi.org/10.1111/ejed.12265

Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study. Technology, Knowledge and Learning, 27(1), 207–222. https://doi.org/10.1007/s10758-020-09471-5

Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers and Education, 60(1), 448–457. https://doi.org/10.1016/j.compedu.2012.08.012

Li, M. C., & Tsai, C. C. (2013). Game-Based Learning in Science Education: A Review of Relevant Research. Journal of Science Education and Technology, 22(6), 877–898. https://doi.org/10.1007/s10956-013-9436-x

Liao, C.-W., Chen, C.-H., & Shih, S.-J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43–55. https://doi.org/10.1016/j.compedu.2019.01.013

Liu, Z., Moon, J., Kim, B., & Dai, C.-P. (2020). Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review. Educational Technology Research and Development, 68(4), 1931–1959. https://doi.org/10.1007/s11423-020-09791-4

Møgelvang, A., & Nyléhn, J. (2022). Co-operative Learning in Undergraduate Mathematics and Science Education: A Scoping Review. International Journal of Science and Mathematics Education. https://doi.org/10.1007/s10763-022-10331-0

Moher, D., Liberati, A., Tetzlaff, J., & Douglas. (2009). Preferred eeporting items for systematic reviews and meta-analyzes: The PRISMA statement. Journal of Chinese Integrative Medicine, 7(9), 889–896. https://doi.org/https://doi.org/10.1136/bmj.b2535

Muhammad, I., Marchy, F., Do, A., & Naser, M. (2023). Analisis Bibliometrik : Tren Penelitian Etnomatematika dalam Pembelajaran Matematika Di Indonesia ( 2017 – 2022 ). JIPM (Jurnal Ilmiah Pendidikan Matematika) This, 11(2), 267–279.

Muhammad, I., Marchy, F., Rusyid, H. K., & Dasari, D. (2022). Analisis Bibliometrik : Penelitian Augmented Reality Dalam Pendidikan Matematika. JIPM (Jurnal Ilmiah Pendidikan Matematika), 11(1), 141–155. https://doi.org/10.25273/jipm.v11i1.13818

Münchow, H., & Bannert, M. (2019). Feeling good, learning better? Effectivity of an emotional design procedure in multimedia learning. Educational Psychology, 39(4), 530–549. https://doi.org/10.1080/01443410.2018.1524852

Opdecam, E., & Everaert, P. (2018). Seven disagreements about cooperative learning. Accounting Education, 27(3), 223–233. https://doi.org/10.1080/09639284.2018.1477056

Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592

Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2019). Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329–346. https://doi.org/10.1007/s10055-018-0347-2

Ramadhaniyati, R., Dwi, K., Siregar, P., Muhammad, I., & Triansyah, F. A. (2023). Guide Discovery Learning ( GDL ) in Education : A Bibliometric Analysis. Journal on Education, 05(04), 11473–11484.

Sanusi, N., Triansyah, F. A., Muhammad, I., & Susanti, S. (2023). Analisis Bibliometrik: Penelitian Communication Skills Pada Pendidikan Tinggi. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 6(3), 1694–1701. https://doi.org/10.54371/jiip.v6i3.1763

Tamimy, M., Rashidi, N., & Koh, J. H. L. (2023). The use of cooperative learning in English as foreign language classes: The prevalence, fidelity, and challenges. Teaching and Teacher Education, 121, 103915. https://doi.org/10.1016/j.tate.2022.103915

Taub, M., Sawyer, R., Smith, A., Rowe, J., Azevedo, R., & Lester, J. (2020). The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment. Computers and Education, 147(December 2019). https://doi.org/10.1016/j.compedu.2019.103781

Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game‐based learning on students’ mathematics achievement: A meta‐analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347

Trajkovik, V., Malinovski, T., Vasileva-Stojanovska, T., & Vasileva, M. (2018). Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes. PLOS ONE, 13(8), e0202172. https://doi.org/10.1371/journal.pone.0202172

Triansyah, F. A., Suwatno, S., & Supardi, E. (2023). Fokus Penelitian Berpikir Kritis Siswa dalam Pembelajaran Ekonomi: Bibliometrik Analisis 2019-2023. Jurnal Simki Pedagogia, 6(1), 130–139. https://doi.org/10.29407/jsp.v6i1.226

Tsai, M.-J., Huang, L.-J., Hou, H.-T., Hsu, C.-Y., & Chiou, G.-L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115–129. https://doi.org/10.1016/j.compedu.2016.03.011

Turchi, T., Fogli, D., & Malizia, A. (2019). Fostering computational thinking through collaborative game-based learning. Multimedia Tools and Applications, 78(10), 13649–13673. https://doi.org/10.1007/s11042-019-7229-9

Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(3), 198–206. https://doi.org/10.24246/j.js.2020.v10.i3.p198-206

PlumX Metrics

Published
2023-05-04
How to Cite
Muhammad, I., Triansyah, F. A., Fahri, A., & Gunawan, A. (2023). Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023. Jurnal Simki Pedagogia, 6(2), 465-479. https://doi.org/10.29407/jsp.v6i2.301