2022
DOI: 10.1108/et-06-2022-0247
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Mobile game-based learning in cultural heritage education: a bibliometric analysis

Abstract: PurposeThe purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education.Design/methodology/approachA bibliometric 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.FindingsThe results show that the National Research Council of Italy is the institution with the highest volume of production. Among… Show more

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Cited by 16 publications
(5 citation statements)
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“…Studi tentang pembelajaran berbasis permainan menunjukkan dampak positif tentang hubungan antara game dan hasil belajar [7]. Pembelajaran berbasis mobile game dalam pendidikan ini dapat berkontribusi pada tindakan inovatif baru dalam pendidikan untuk memenuhi tuntutan kelompok belajar yang semakin akrab dengan teknologi permainan [8].…”
Section: Pendahuluanunclassified
“…Studi tentang pembelajaran berbasis permainan menunjukkan dampak positif tentang hubungan antara game dan hasil belajar [7]. Pembelajaran berbasis mobile game dalam pendidikan ini dapat berkontribusi pada tindakan inovatif baru dalam pendidikan untuk memenuhi tuntutan kelompok belajar yang semakin akrab dengan teknologi permainan [8].…”
Section: Pendahuluanunclassified
“…However, the majority of heritage-focused games have not undergone systematic analysis to evaluate their potential in promoting engagement with and education about cultural heritage [14]. This oversight has led to a significant gap in our understanding of their effectiveness and overall impact.…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, new technologies have increased the potential for cultural heritage education. The transmission of cultural assets has been revolutionized by digitization, allowing people to "see" attractions, which are historical or culturally significant sites, and Sustainability 2023, 15, 2350 2 of 15 virtually engage in cultural activities through virtual reality, augmented reality, and video games [3,11].…”
Section: Introductionmentioning
confidence: 99%