July 26, 2021
July 26, 2021
July 19, 2022
Computers in Education
The purpose of this study is to examine the game-related publications from the annual American Society of Engineering Education (ASEE) conference using content analysis methodologies. Our search included the terms game, gaming, gamer, gamify, and gamification from 2006-2020 resulted in 176 relevant publications. Our analysis focused on document metadata and abstracts, a methodology similar to other content analyses examining journals’ trends over time. We used text mining software Leximancer to examine the overall themes in the text and to investigate the evolution of game-related research in five-year periods. The software provided evidence for the status of the field and changes over time. Leximancer applied automatic processing of the text in determining a semantic model for critical terms and concepts, highlighting the role of development and design, measurements of learning, and changes in term use over time. The 15 year period was characterized by a focus on students, games, and learning, including topics on the methods of teaching (i.e, pedagogy) and design of learning experience. Virtual reality, STEM education, and gamification were relevant in specific periods of time. There is a need for future research in mixed reality applications, diversity of gamification techniques, and the use of non-digital games.
Nadolny, L., & Alam, M. I., & Brown, M. G., & Lamm, M. H. (2021, July), Game Research Trends at the Annual ASEE Conference: A 15-year Content Analysis Paper presented at 2021 ASEE Virtual Annual Conference Content Access, Virtual Conference. https://peer.asee.org/37215
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