Bibliometric Analysis: Research Trends of Simulation Game Utilization in Self-Regulated Learning (2013 - 2023)
- DOI
- 10.2991/978-2-38476-301-6_85How to use a DOI?
- Keywords
- Self-regulated Learning; Simulation Game; Bibliometric Analysis
- Abstract
Self-Regulated Learning (SRL) is a person’s ability to understand and control the learning environment which includes goal-setting, self-monitoring, self-instruction and self-reinforcement. The development of these abilities enables students to learn more effectively as they can set clear goals for themselves and monitor their progress, allowing them to be more proactive in their learning. The components of self-regulated learning can be found in video games, where players regulate their cognitive, affective, and behavioral processes in processing information and mastering how to play to achieve the game’s end goal. One genre of video games is simulation games, where players can mimic real-life activities for the purpose of training, analysis, prediction, or entertainment. With the similarity between self-regulated learning and the process of playing a video game, there is a possibility to develop a simulation game genre that can illustrate self-regulated learning to players. This study aims to determine trends and identify publications related to video games (especially simulation games) and self-regulated learning. The method used in this research is bibliometric analysis using a database of journal articles from Scopus related to the keywords “game” and “self-regulated learning” between 2013–2023. There are five stages carried out in this research, namely keyword determination, data search, article selection, data validation, and data analysis. The results obtained four clusters that discuss the topic of game utilization for self-regulated learning. Especially for simulation games, the topic only appeared in 2020 and has only appeared three times so far. Thus, the development of simulation games for self-regulated learning can be a topic for further research.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Wening Primaestri AU - Muhammad Akhyar AU - Leo Agung PY - 2024 DA - 2024/11/25 TI - Bibliometric Analysis: Research Trends of Simulation Game Utilization in Self-Regulated Learning (2013 - 2023) BT - Proceedings of the 7th International Conference on Learning Innovation and Quality Education (ICLIQE 2023) PB - Atlantis Press SP - 873 EP - 883 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-301-6_85 DO - 10.2991/978-2-38476-301-6_85 ID - Primaestri2024 ER -