本研究旨以文獻計量分析法,探討台灣遊戲式學習研究二十多年來的發展情形,並進一步探討重要期刊來源、核心作者、研究熱點和未來研究趨勢。主要蒐集台灣1990~2022年,研究對象為以「遊戲式學習」為關鍵詞於華藝線上圖書館查詢的相關文獻,資料檢索時間為2023年2月17日,經篩選後選定95種台灣期刊,共191篇文章為主要研究資料。研究結果顯示台灣遊戲式學習研究從2000年開始,但發展速度非常緩慢,直到2020年才但可分為三期:2000~2014年為萌發期,歷年持續發表論文,但數量僅個位數;2015~2019年為蘊釀期,此時遊戲式學習研究內加入更多新科技和跨領域嚐試應用,發文量略為提升;2010~2022年為生長期,數位科技、社群平台等的應用增加,使遊戲化教學的研究方向更多元,發文量比過去更多。依出版論文數高低來判定代表性核心期刊有《數位學習科技期刊》,出版27篇論文,其次是《臺灣教育評論月刊》、《課程與教學》和《教育傳播與科技研究》。依據關鍵詞共現網路找出五個熱點議題:各種遊戲式學習、認知學習成效、遊戲式學習教學設計、數位遊戲式學習、理解式學習。其中,萌發期以電腦輔助教學為主的網路學習相關議題最早,隨著跨域領觀念和科技3C產品的普及後,蘊釀期應用在體驗學習、數學教學、學習成就、擴增實境、認知負荷上的研究增多;生長期的三年可能受到2020年起新冠疫情的影響,線上教學成為教學主流形式,除了重視學習知識,還注重學習者的遊戲焦慮和遊戲情緒等心理層面的需求。未來研究趨勢會朝著推理作答、概念圖作答、學習程度、知識記憶等。最後提出建議,以作為對於遊戲式學習研究有興趣者做未來實踐或研究之參考。
This study aims to use bibliometric analysis to explore the development of game-based learning research in Taiwan over the past two decades, and further explore the core journals, leading authors, research hotspots, and future research trends. Mainly collected from Taiwan from 1990 to 2022, the research objectives are related works of literature queried in Airiti Online Library using "game-based learning" as the keyword. The time of dataset retrieval was February 17, 2023, and 95 types were selected after screening. Taiwanese journals, including a total of 191 articles, are the main research materials. Results of this research show that game-based learning research in Taiwan started in 2000, but the development speed was very slow. It was not until 2020 that it could be divided into three phases: 2000 to 2014 is the germination period, and papers have been published over the years, but the number is only in single digits; The period from 2015 to 2019 is the incubation period, when more new technologies and cross-field applications are added to game-based learning research, and the number of published articles increases slightly; the period from 2010 to 2022 is the growth period, when the application of digital technology, social platforms, etc. increases. , making the research directions of gamified teaching more diverse and publishing more papers than in the past. The representative core journals based on the number of published papers include "The Journal of Digital Learning Technology" 《數位學習科技學報》, which published 27 papers, followed by "Taiwan Education Review Monthly"《台灣教育評論月刊》, "Curriculum and Instruction" 《台灣教育評論月刊》and "Educational Communication and Technology Research"《教育傳播與科技研究》. Based on the analysis of the keyword co-occurrence network (KCO), five hotspots were identified: various game-based learning, cognitive learning effectiveness, game-based learning teaching design, digital game-based learning, and understanding learning. Among them, issues related to online learning, which were mainly based on computer-assisted teaching in the embryonic stage, were the earliest. With the popularization of cross-domain concepts and technological 3C products, the incubation stage was applied to experiential learning, mathematics teaching, learning achievements, and augmented reality. , there is an increase in research on cognitive load; the three years of the growth period may be affected by the COVID-19 epidemic starting in 2020, and online teaching has become the mainstream form of teaching. In addition to paying attention to learning knowledge, it also pays attention to learners' psychological aspects such as game anxiety and game emotions. needs. Future research trends will be toward reasoning responses, concept map responses, learning level, knowledge memory, etc. Finally, suggestions are put forward to serve as a reference for future practice or research for those interested in game-based learning research.