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مروری بر کتاب سنجی های انجام شده: نارساخوانی و بازی آموزی
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نویسنده
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جعفرخانی فاطمه ,محسنی فرد هدا ,یزدی آذین ,قنات مژگان
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منبع
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روان شناسي افراد استثنايي - 1403 - دوره : 14 - شماره : 55 - صفحه:65 -98
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چکیده
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مطالعه حاضر به دنبال ارائه یک چشمانداز کلی از مقالات مروری کتاب سنجی در زمینه نارساخوانی با بازیآموزی بود. به همین سبب مروری بر مرورهای مرتبط در زمینه نارساخوانی و بازیآموزی داشته است. در این مطالعه 31 مقاله مروری مورد تحلیل و بررسی قرار گرفتند که از نکات پیشنهاد شده توسط بلاک و فیش برای تجزیهوتحلیل کتابسنجی جهت ارزیابی ساختار و توسعه موضوعی و نشان دادن جهتهای تحقیقاتی آینده در حوزه نارساخوانی و بازی پیروی و تحلیل انجام شد. جنبههای مختلف تحقیق نارساخوانی با روش کتابسنجی ازجمله شناسایی مقالات پراستناد، دانشگاهها و کشورهای پیشرو همچنین تکامل موضوع و روند این حوزه شناسایی شد. نتایج این تحلیل نشان داد که بازیآموزی در مطالعات مرتبط با نارساخوانی بهخوبی توسعه پیداکرده و متداولترین کلمات کلیدی در آنان پس از نارساخوانی، اختلالات یادگیری و اسید امگا 3، مداخله مبتنی بر بازی، بازیهای جدی و آگاهی واجشناختی بود.
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کلیدواژه
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بازی آموزی، کتاب سنجی، نارساخوانی
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آدرس
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دانشگاه علامه طباطبائی, گروه تکنولوژی آموزشی, ایران, دانشگاه پیام نور مرکز عسلویه, ایران, دانشگاه پیام نور مرکز تهران, ایران, دانشگاه علامه طباطبائی, ایران
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پست الکترونیکی
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mozhgan.ghanat@gmail.com
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a review of bibliometric studies: dyslexia and game-based learning
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Authors
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jafarkhani fatemeh ,mohsenifard hoda ,yazdi azin ,ghanat mozhgan
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Abstract
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the present study sought to provide an overview of bibliometric review articles in the field of dyslexia with learning games. for this reason, there has been a review of related reviews in the field of dyslexia and learning games. in this study, 31 review articles were analyzed and reviewed, which are the points suggested by block and fish for bibliometric analysis in order to evaluate the structure and development of the topic and show giving future research directions in the field of dyslexia follow-up and analysis was done. various aspects of dyslexia research were identified with the bibliometric method, including the identification of highly cited articles, leading universities and countries, as well as the evolution of the subject and the trend of this field. the results of this analysis showed that game-based learning is well developed in studies related to dyslexia and the most common keywords in them after dyslexia, learning disorders and omega-3 acid, were game-based intervention, serious games and phonological awareness.keywords: game-based learning, bibliometric, dyslexia, game-based learning, students.extended abstractintroductionbibliometric analysis holds advantages over conventional reviews, as it delves into fundamental and overarching aspects to establish a reference point. ’bibliometric networks’ are employed to uncover various networks, incorporating author connections, collaborations, and keyword co-occurrence, all of which facilitate the evaluation of the evolution, structure, and trends in scientific research within a particular field (agouti, et al., 2021). dyslexia, a neurodevelopmental disorder, is defined by difficulties in word recognition, poor spelling, and decoding abilities (jan khan, 2023). it is the most common form of specific learning disorder (sld), with approximately 9-12% of the global population affected by it. dyslexic individuals encounter difficulties in word recognition, spelling and decoding skills (international dyslexia association, 2022). secondary consequences include challenges with comprehension and decreased reading experience, which hinder vocabulary development and background knowledge acquisition.research findings suggest that utilizing information and communication technologies (ict), and specifically through gamification, emerges as an effective approach for educating individuals with dyslexia. customizing game content, adjusting difficulty levels, regulating pacing mechanisms, and providing feedback can significantly enhance engagement and learning outcomes. investigations into the effectiveness of personalized approaches and the development of strategies to tailor game-based interventions for specific dyslexia profiles can yield valuable insights for educators, game developers, and researchers. evidence suggests that when serious games serve as assistive technologies, they possess the potential to enhance the literacy process for individuals with dyslexia (malaquias malaquias, 2021). additionally, a considerable portion of existing literature on game-based learning for those with dyslexia has centered on improving attention and perception through action video games (franceschini et al., 2015).literature reviewa bibliometric analysis has revealed that gamification can partly ameliorate reading difficulties in dyslexic children (jadán-guerrero et al., 2023). based on a review of the existing literature, it is evident that this field has garnered considerable interest from researchers studying dyslexia. bibliometric analysis serves to identify emerging trends in research performance, collaboration dynamics, and crucial research components, shedding light on the intellectual structure of a particular domain (hyland jiang, 2021). in 2021, zhang, fan, and zhang conducted a bibliometric analysis on 100 highly cited studies in the field of dyslexia, indicating advancements in this research area (zhang, et al., 2021).
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Keywords
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game-based learning ,bibliometric ,dyslexia ,game-based learning ,students
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