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dc.contributor.authorCamuñas García, Daniel 
dc.contributor.authorCáceres Reche, María Del Pilar 
dc.contributor.authorCambil Hernández, María Encarnación 
dc.date.accessioned2022-10-18T12:00:03Z
dc.date.available2022-10-18T12:00:03Z
dc.date.issued2022-10-03
dc.identifier.citationCamuñas-García, D., Cáceres-Reche, M.P. and Cambil-Hernández, M.d.l.E. (2022), "Mobile game-based learning in cultural heritage education: a bibliometric analysis", Education + Training, Vol. ahead-of-print No. ahead-of-print. [https://doi.org/10.1108/ET-06-2022-0247]es_ES
dc.identifier.urihttps://hdl.handle.net/10481/77382
dc.description.abstractPurpose – The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education. Design/methodology/approach –Abibliometric methodology based on scientific mapping and an analysis of co-words was used. The scientific production on this field of study indexed in Scopus was analyzed. The analysis included a total of 725 publications. Findings – The results show that the National Research Council of Italy is the institution with the highest volume of production. Among the journals, the Journal on Computing and Cultural Heritage stands out. In addition, in the analysis of the structural and thematic development of co-words, a low percentage of keyword matching was observed. The research is currently mainly oriented to pedagogical methods, especially gamebased learning, gamification and the use of serious games, although these are not the only trends in this field. Research is also focusing on virtual reality, augmented reality, and mixed reality. Originality/value – This work is an exploratory and novel study that analyzes the publications to date on mobile game-based learning in cultural heritage education. In theoretical terms, this can serve as support so that other researchers interested in this field can access the information highlighted in this work. From a practical perspective, this work will contribute to the promotion of new innovative actions in cultural heritage education to satisfy the demands of a learning group increasingly familiar with games technology.es_ES
dc.description.sponsorshipSpanish Government FPU20/00281es_ES
dc.language.isoenges_ES
dc.publisherEmeraldes_ES
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectBibliometric analysises_ES
dc.subjectScientific mappinges_ES
dc.subjectMobile learninges_ES
dc.subjectGame-based learninges_ES
dc.subjectVideo games es_ES
dc.subjectHeritage educationes_ES
dc.titleMobile game-based learning in cultural heritage education: a bibliometric analysises_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.1108/ET-06-2022-0247
dc.type.hasVersionVoRes_ES


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