Mobile game-based learning in cultural heritage education: a bibliometric analysis
Metadatos
Afficher la notice complèteEditorial
Emerald
Materia
Bibliometric analysis Scientific mapping Mobile learning Game-based learning Video games Heritage education
Date
2022-10-03Referencia bibliográfica
Camuñas-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]
Patrocinador
Spanish Government FPU20/00281Résumé
Purpose – 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.