Pedagogía basada en el juego en la literatura científicaanálisis de minería de textos

  1. Xavier García- Massó 1
  2. Sergio Montalt-García 1
  3. Luis-Millán González 1
  1. 1 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

Revista:
Revista de educación

ISSN: 0034-8082

Ano de publicación: 2024

Título do exemplar: Gamificación, Videojuegos y eSports

Número: 405

Páxinas: 133-158

Tipo: Artigo

DOI: 10.4438/1988-592X-RE-2024-405-630 DIALNET GOOGLE SCHOLAR lock_openAcceso aberto editor

Outras publicacións en: Revista de educación

Resumo

La pedagogía basada en el juego ha aumentado su influencia en diferentes ámbitos (p. ej. educativo o márquetin) durante los últimos años sin embargo es difícil tener una visión general del abordaje científico que se ha realizado hasta la fecha alrededor de este término. El objetivo de este trabajo es identificar, analizar y proporcionar un mapa completo de los conceptos emergentes publicados en la literatura científica relacionada con la pedagogía basada en juegos, así como establecer los tópicos más estudiados alrededor de dichos conceptos. Método: se realizó una búsqueda en la base de datos Web of Science (WOS) de todos los artículos relacionados con esta temática y se analizaron utilizando tanto el título como las palabras clave y los resúmenes mediante técnicas de minería de datos. Se calcularon la frecuencia de aparición de los unigramas, bigramas y trigramas así como los tópicos investigados dentro de la materia a través del análisis latente de Dirichlet. Resultados: algunos de los unigramas, bigramas y trigramas más frecuentes son: ‘student’, ‘education’, ‘virtual reality’, ‘video game’, ‘learning environment’, ‘autism spectrum disorder’, ‘design methodology approach’ y ‘information communication technology’. Del modelo basado en análisis latente de Dirichlet emergieron 15 tópicos de investigación relacionados con la pedagogía basada en el juego siendo aquel que se centra en nuevas herramientas para la implementación de gamificaciones en diferentes contextos (p. ej. marketing o economía) así como la aplicación de pedagogía basada en el juego en el entorno universitario para favorecer el aprendizaje y la motivación los que han aumentado su presencia científica en los últimos años. Conclusiones: gracias a los resultados de este trabajo se dispone de una visión general del abordaje científico que se ha realizado alrededor de la pedagogía basada en el juego hasta la fecha.

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