Araştırma Makalesi
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Web of Science Veri Tabanında Yayımlanan Beden Eğitimi ve Oyunlaştırma İçerikli Araştırmaların Bibliyometrik Analizi

Yıl 2024, , 73 - 91, 27.08.2024
https://doi.org/10.52528/genclikarastirmalari.1396917

Öz

Yenilikçi bir yaklaşım olarak oyunlaştırma, eğitim alanında popülaritesi gün geçtikçe artan bir öğrenmeöğretme metodolojisidir. Oyun öğelerinin oyun bağlamı dışındaki durumlarda kullanılması olarak tanımlanan oyunlaştırma, son yıllarda Türkiye’de de beden eğitimi ve spor derslerinde de aktif bir öğretim metodu olarak kullanılmaktadır. Oyunlaştırma yönteminin beden eğitimi öğretimine etkisini ortaya koymak amacıyla gerçekleştirilen bilimsel çalışmaların sayısı da giderek artmaktadır. Bu çalışmanın amacı, beden eğitimi ve oyunlaştırma üzerine yayımlanan bilimsel makalelerin bibliyometrik analiz yöntemiyle incelenmesidir. Bu amaçla, Web of Science veri tabanında, “physical education” ve “gamification” anahtar kelimeleri kullanılarak ulaşılan 89 bilimsel makaleden veri toplanmıştır. Çalışmaya yalnızca makale türünde belgeler dâhil edilmiş, tarama yapılırken herhangi bir dil ve tarih filtrelemesi uygulanmamıştır. Tüm çalışmalardan elde edilen verilerin analizi, VOSviewer (1.6.18 versiyon) yazılımı kullanılarak gerçekleştirilmiştir. Araştırmada, yayınların kronolojik seyri, öğelerin (yazar, belge, kurum, ülke) atıf ve doküman sayıları ile en sık kullanılan anahtar kelimeler ağ ve yoğunluk haritalarıyla görselleştirilmiştir. Sonuç olarak, beden eğitimi ve oyunlaştırma üzerine yayınlanan makalelerin sayısında yıldan yıla bir artış olduğu, bu yayınların büyük ölçüde eğitim, sosyal bilimler ve spor bilimleri alanlarında yapıldığı görülmüştür. Ayrıca alanda en üretken yazarın Fernadez-rio Javier, en üretken ülkenin ise İspanya olduğu sonucuna ulaşılmıştır.

Kaynakça

  • Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O. ve Navarro-Patón, R. (2022). Gamification in physical education: A systematic review. Education Sciences, 12(8), 540. https://doi.org/10.3390/educsci12080540
  • Bagher Khatibi, M., Badeleh, A. ve Khodabandelou, R. (2021). A Bibliometric analysis on the research trends of gamification in higher education: 2010-2020. The New Educational Review, 65, 17-28. https://doi.org/ 10.15804/ tner.2021.65.3.01
  • Behl, A., Jayawardena, N., Pereira, V., Islam, N., Del Giudice, M. ve Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176, 121445. https://doi.org/10.1016/j.techfore.2021.121445
  • Bergmann, J. ve Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International Society for Technology in Education.
  • Buckley, P. ve Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162- 1175. https://doi.org/10.1080/10494820.2014.964263
  • Calabuig-Moreno, F., González-Serrano, M. H., Fombona, J. ve García-Tascón, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 2728. https://doi.org/10.3390/su12072728
  • Camacho-Sánchez, R., Manzano-León, A., Rodríguez-Ferrer, J. M., Serna, J. ve Lavega-Burgués, P. (2023). Game- Based learning and gamification in physical education: A systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
  • Cocca, A., Espino Verdugo, F., Ródenas Cuenca, L. T. ve Cocca, M. (2020). Effect of a game-based physical education program on physical fitness and mental health in elementary school children. International Journal of Environmental Research and Public Health, 17(13), 4883. https://doi.org/10.3390/ijerph17134883
  • Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011, Eylül, 28-30). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finlandiya. https://doi.org/10.1145/2181037.2181040
  • Dichev, C. ve Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi. org/10.1186/s41239-017-0042-5
  • Di̇kmen, M. ve Bahadır, F. (2022). Bibliometric mapping of gamification in education. The Journal of Educational Reflections, 6(2), 50-67.
  • Erasmus. (2019). Giant step for a new education. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/ projects/search/details/2019-1-ES01-KA229-064079
  • Erasmus. (2020). Educational gamification: motivation and inclusion. Erişim tarihi: 05 Mart 2024 https://erasmus- plus.ec.europa.eu/es/projects/search/details/2020-1-ES01-KA101-079669
  • Erasmus. (2021). Gamification as an educational tool for upper schools on parks and environment. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/projects/search/details/2020-1-ES01-KA226-SCH-096057#!
  • Erasmus. (2022). Game it till you make it. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/projects/ search/details/2021-2-NO02-KA152-YOU-000038439
  • Fernandez-Rio, J., De Las Heras, E., González, T., Trillo, V. ve Palomares, J. (2020). Gamification and physical education. Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253
  • Ferriz-Valero, A., Østerlie, O., García Martínez, S. ve García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465
  • Grosseck, G., Malita, L. ve Sacha, G. M. (2020, Nisan, 23-24). Gamification in higher education: A bibliometric approach. The 16th International Scientific Conference eLearning and Software for Education Bükreş, Romanya.
  • Guerrero-Alcedo, J. M., Espina-Romero, L. C. ve Nava-Chirinos, Á. A. (2022). Gamification in the university context: Bibliometric review in Scopus (2012-2022). International Journal of Learning, Teaching and Educational Research, 21(5), 309-325. https://doi.org/10.26803/ijlter.21.5.16
  • Hinojo Lucena, F. J., López Belmonte, J., Fuentes Cabrera, A., Trujillo Torres, J. M. ve Pozo Sánchez, S. (2019). Academic effects of the use of flipped learning in physical education. International Journal of Environmental Research and Public Health, 17(1), 276. https://doi.org/10.3390/ijerph17010276
  • Huotari, K. ve Hamari, J. (2012, Ekim, 3-5). Defining gamification: A service marketing perspective. 16th International Academic Mindtrek Conference Tampere, Finlandiya.
  • Jadán-Guerrero, J., Avilés-Castillo, F., Buele, J. ve Palacios-Navarro, G. (2023, Temmuz, 3-6). Gamification in inclusive education for children with disabilities: global trends and approaches-a bibliometric review. International Conference on Computational Science and Its Applications Atina, Yunanistan.
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
  • Kasurinen, J. ve Knutas, A. (2018). Publication trends in gamification: A systematic mapping study. Computer Science Review, 27, 33-44. https://doi.org/10.1016/j.cosrev.2017.10.003
  • Lee, J. J. ve Hammer, J. (2011). Gamification in education: What, how, why bother? Academic exchange quarterly, 15(2), 146.
  • León-Díaz, Ó., Martínez-Muñoz, L. F. ve Santos-Pastor, M. L. (2019). Gamificación en educación Física: Un análisis sistemático de fuentes documentales. Revista Iberoamericana de Ciencias de la Actividad Física y el Deporte, 8(1), 110. https://doi.org/10.24310/riccafd.2019.v8i1.5791
  • López-Belmonte, J., Parra-González, M. E., Segura-Robles, A. ve Pozo-Sánchez, S. (2020). Scientific mapping of gamification in Web of Science. European Journal of Investigation in Health, Psychology and Education, 10(3), 832- 847. https://doi.org/10.3390/ejihpe10030060
  • Macedo, R. F., Reis, M. A. M. ve De-Bortoli, R. (2018). Health gamification research–A bibliometric analysis. Journal of Engineering Research and Application, 8(7), 52-55. https://doi.org/10.9790/9622-0807055255
  • Martí‐Parreño, J., Méndez‐Ibáñez, E. ve Alonso‐Arroyo, A. (2016). The use of gamification in education: A bibliometric and text mining analysis. Journal of computer assisted learning, 32(6), 663-676. https://doi.org/10.1111/ jcal.12161
  • Pérez-López, I. J., Rivera García, E. ve Trigueros Cervantes, C. (2017). “The prophecy of the chosen ones”: An example of gamification applied to university teaching. Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte, 66(2017). https://doi.org/10.15366/rimcafd2017.66.003
  • Pradhan, D., Malik, G. ve Vishwakarma, P. (2023). Gamification in tourism research: A systematic review, current insights, and future research avenues. Journal of Vacation Marketing, 13567667231188879. https://doi. org/10.1177/13567667231188879
  • Qian, M. ve Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
  • Queiro-Ameijeiras, C., Martí-Parreño, J. ve Calma, A. (2018, Kasım, 12-14). Gamification and accounting education: A bibliometric review. 11th annual International Conference of Education, Research and Innovation Sevilya, İspanya. https://doi.org/10.21125/iceri.2018.2744
  • Quintas, A., Bustamante, J.-C., Pradas, F. ve Castellar, C. (2020). Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment. Computers & Education, 152, 103874. https://doi.org/10.1016/j.compedu.2020.103874
  • Segura-Robles, A., Parra-González, M. E. ve Gallardo-Vigil, M. A. (2020). Bibliometric and collaborative network analysis on active methodologies in education. Journal of New Approaches in Educational Research, 9(2), 259. https:// doi.org/10.7821/naer.2020.7.575
  • Simões, J., Redondo, R. D. ve Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007
  • Swacha, J. (2021). State of research on gamification in education: A bibliometric survey. Education Sciences, 11(2), 69. https://doi.org/10.3390/educsci11020069
  • Trinidad, M., Ruiz, M. ve Calderon, A. (2021). A bibliometric analysis of gamification research. IEEE Access, 9, 46505-46544. https://doi.org/10.1109/ACCESS.2021.3063986
  • Van Eck, N. J. ve Waltman, L. (2022). VOSviewer manual: Manual for VOSviewer version 1.6.18. Leiden: Centre for Science and Technology Studies (CWTS) of Leiden University.
  • Van Roy, R. ve Zaman, B. (2019). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j. ijhcs.2018.04.009
  • Wang, W., Laengle, S., Merigó, J. M., Yu, D., Herrera-Viedma, E., Cobo, M. J. ve Bouchon-Meunier, B. (2018). A bibliometric analysis of the first twenty-five years of the International Journal of Uncertainty, Fuzziness and Knowledge- Based Systems. International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems, 26(02), 169-193. https://doi.org/10.1142/S0218488518500095
  • Werbach, K. ve Hunter, D. (2012). For the Win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media, Inc.

Bibliometric Analysis of Physical Education and Gamification Studies Published in Web of Science Database

Yıl 2024, , 73 - 91, 27.08.2024
https://doi.org/10.52528/genclikarastirmalari.1396917

Öz

Gamification as an innovative approach is an increasingly popular teaching-learning methodology in education. Gamification, which is defined as the use of game elements in situations outside the context of the game, has been used as an active teaching method in physical education and sports lessons in Turkey in recent years. The number of scientific studies conducted to reveal the effect of the gamification method on physical education teaching is also increasing. This study aims to examine the scientific articles published on physical education and gamification through bibliometric analysis. For this purpose, data were collected from 89 scientific articles accessed by using the keywords "physical education" and "gamification" in the Web of Science database. Only article-type documents were included in the study, and no language or date filtering was applied. Data from all studies were analyzed using VOSviewer (version 1.6.18) software. In the study, the chronological course of publications, the number of citations and documents of items (author, document, institution, country), and the most frequently used keywords were visualized with network and density maps. As a result, it was observed that there was an increase in the number of articles published on physical education and gamification from year to year, and that the publications were mostly in the fields of education, social sciences and sport sciences. It was also concluded that the most productive author in the field is Fernadez-rio Javier and the most productive country is Spain.

Kaynakça

  • Arufe-Giráldez, V., Sanmiguel-Rodríguez, A., Ramos-Álvarez, O. ve Navarro-Patón, R. (2022). Gamification in physical education: A systematic review. Education Sciences, 12(8), 540. https://doi.org/10.3390/educsci12080540
  • Bagher Khatibi, M., Badeleh, A. ve Khodabandelou, R. (2021). A Bibliometric analysis on the research trends of gamification in higher education: 2010-2020. The New Educational Review, 65, 17-28. https://doi.org/ 10.15804/ tner.2021.65.3.01
  • Behl, A., Jayawardena, N., Pereira, V., Islam, N., Del Giudice, M. ve Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176, 121445. https://doi.org/10.1016/j.techfore.2021.121445
  • Bergmann, J. ve Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International Society for Technology in Education.
  • Buckley, P. ve Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162- 1175. https://doi.org/10.1080/10494820.2014.964263
  • Calabuig-Moreno, F., González-Serrano, M. H., Fombona, J. ve García-Tascón, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 2728. https://doi.org/10.3390/su12072728
  • Camacho-Sánchez, R., Manzano-León, A., Rodríguez-Ferrer, J. M., Serna, J. ve Lavega-Burgués, P. (2023). Game- Based learning and gamification in physical education: A systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
  • Cocca, A., Espino Verdugo, F., Ródenas Cuenca, L. T. ve Cocca, M. (2020). Effect of a game-based physical education program on physical fitness and mental health in elementary school children. International Journal of Environmental Research and Public Health, 17(13), 4883. https://doi.org/10.3390/ijerph17134883
  • Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011, Eylül, 28-30). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finlandiya. https://doi.org/10.1145/2181037.2181040
  • Dichev, C. ve Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi. org/10.1186/s41239-017-0042-5
  • Di̇kmen, M. ve Bahadır, F. (2022). Bibliometric mapping of gamification in education. The Journal of Educational Reflections, 6(2), 50-67.
  • Erasmus. (2019). Giant step for a new education. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/ projects/search/details/2019-1-ES01-KA229-064079
  • Erasmus. (2020). Educational gamification: motivation and inclusion. Erişim tarihi: 05 Mart 2024 https://erasmus- plus.ec.europa.eu/es/projects/search/details/2020-1-ES01-KA101-079669
  • Erasmus. (2021). Gamification as an educational tool for upper schools on parks and environment. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/projects/search/details/2020-1-ES01-KA226-SCH-096057#!
  • Erasmus. (2022). Game it till you make it. Erişim tarihi: 05 Mart 2024 https://erasmus-plus.ec.europa.eu/projects/ search/details/2021-2-NO02-KA152-YOU-000038439
  • Fernandez-Rio, J., De Las Heras, E., González, T., Trillo, V. ve Palomares, J. (2020). Gamification and physical education. Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253
  • Ferriz-Valero, A., Østerlie, O., García Martínez, S. ve García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465
  • Grosseck, G., Malita, L. ve Sacha, G. M. (2020, Nisan, 23-24). Gamification in higher education: A bibliometric approach. The 16th International Scientific Conference eLearning and Software for Education Bükreş, Romanya.
  • Guerrero-Alcedo, J. M., Espina-Romero, L. C. ve Nava-Chirinos, Á. A. (2022). Gamification in the university context: Bibliometric review in Scopus (2012-2022). International Journal of Learning, Teaching and Educational Research, 21(5), 309-325. https://doi.org/10.26803/ijlter.21.5.16
  • Hinojo Lucena, F. J., López Belmonte, J., Fuentes Cabrera, A., Trujillo Torres, J. M. ve Pozo Sánchez, S. (2019). Academic effects of the use of flipped learning in physical education. International Journal of Environmental Research and Public Health, 17(1), 276. https://doi.org/10.3390/ijerph17010276
  • Huotari, K. ve Hamari, J. (2012, Ekim, 3-5). Defining gamification: A service marketing perspective. 16th International Academic Mindtrek Conference Tampere, Finlandiya.
  • Jadán-Guerrero, J., Avilés-Castillo, F., Buele, J. ve Palacios-Navarro, G. (2023, Temmuz, 3-6). Gamification in inclusive education for children with disabilities: global trends and approaches-a bibliometric review. International Conference on Computational Science and Its Applications Atina, Yunanistan.
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
  • Kasurinen, J. ve Knutas, A. (2018). Publication trends in gamification: A systematic mapping study. Computer Science Review, 27, 33-44. https://doi.org/10.1016/j.cosrev.2017.10.003
  • Lee, J. J. ve Hammer, J. (2011). Gamification in education: What, how, why bother? Academic exchange quarterly, 15(2), 146.
  • León-Díaz, Ó., Martínez-Muñoz, L. F. ve Santos-Pastor, M. L. (2019). Gamificación en educación Física: Un análisis sistemático de fuentes documentales. Revista Iberoamericana de Ciencias de la Actividad Física y el Deporte, 8(1), 110. https://doi.org/10.24310/riccafd.2019.v8i1.5791
  • López-Belmonte, J., Parra-González, M. E., Segura-Robles, A. ve Pozo-Sánchez, S. (2020). Scientific mapping of gamification in Web of Science. European Journal of Investigation in Health, Psychology and Education, 10(3), 832- 847. https://doi.org/10.3390/ejihpe10030060
  • Macedo, R. F., Reis, M. A. M. ve De-Bortoli, R. (2018). Health gamification research–A bibliometric analysis. Journal of Engineering Research and Application, 8(7), 52-55. https://doi.org/10.9790/9622-0807055255
  • Martí‐Parreño, J., Méndez‐Ibáñez, E. ve Alonso‐Arroyo, A. (2016). The use of gamification in education: A bibliometric and text mining analysis. Journal of computer assisted learning, 32(6), 663-676. https://doi.org/10.1111/ jcal.12161
  • Pérez-López, I. J., Rivera García, E. ve Trigueros Cervantes, C. (2017). “The prophecy of the chosen ones”: An example of gamification applied to university teaching. Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte, 66(2017). https://doi.org/10.15366/rimcafd2017.66.003
  • Pradhan, D., Malik, G. ve Vishwakarma, P. (2023). Gamification in tourism research: A systematic review, current insights, and future research avenues. Journal of Vacation Marketing, 13567667231188879. https://doi. org/10.1177/13567667231188879
  • Qian, M. ve Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
  • Queiro-Ameijeiras, C., Martí-Parreño, J. ve Calma, A. (2018, Kasım, 12-14). Gamification and accounting education: A bibliometric review. 11th annual International Conference of Education, Research and Innovation Sevilya, İspanya. https://doi.org/10.21125/iceri.2018.2744
  • Quintas, A., Bustamante, J.-C., Pradas, F. ve Castellar, C. (2020). Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment. Computers & Education, 152, 103874. https://doi.org/10.1016/j.compedu.2020.103874
  • Segura-Robles, A., Parra-González, M. E. ve Gallardo-Vigil, M. A. (2020). Bibliometric and collaborative network analysis on active methodologies in education. Journal of New Approaches in Educational Research, 9(2), 259. https:// doi.org/10.7821/naer.2020.7.575
  • Simões, J., Redondo, R. D. ve Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007
  • Swacha, J. (2021). State of research on gamification in education: A bibliometric survey. Education Sciences, 11(2), 69. https://doi.org/10.3390/educsci11020069
  • Trinidad, M., Ruiz, M. ve Calderon, A. (2021). A bibliometric analysis of gamification research. IEEE Access, 9, 46505-46544. https://doi.org/10.1109/ACCESS.2021.3063986
  • Van Eck, N. J. ve Waltman, L. (2022). VOSviewer manual: Manual for VOSviewer version 1.6.18. Leiden: Centre for Science and Technology Studies (CWTS) of Leiden University.
  • Van Roy, R. ve Zaman, B. (2019). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j. ijhcs.2018.04.009
  • Wang, W., Laengle, S., Merigó, J. M., Yu, D., Herrera-Viedma, E., Cobo, M. J. ve Bouchon-Meunier, B. (2018). A bibliometric analysis of the first twenty-five years of the International Journal of Uncertainty, Fuzziness and Knowledge- Based Systems. International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems, 26(02), 169-193. https://doi.org/10.1142/S0218488518500095
  • Werbach, K. ve Hunter, D. (2012). For the Win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media, Inc.
Toplam 43 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor ve Egzersiz Psikolojisi
Bölüm Araştırma Makalesi
Yazarlar

Burak Öner 0000-0002-7390-4217

Talha Murathan 0000-0002-9837-3707

Yayımlanma Tarihi 27 Ağustos 2024
Gönderilme Tarihi 27 Kasım 2023
Kabul Tarihi 22 Nisan 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

APA Öner, B., & Murathan, T. (2024). Web of Science Veri Tabanında Yayımlanan Beden Eğitimi ve Oyunlaştırma İçerikli Araştırmaların Bibliyometrik Analizi. Gençlik Araştırmaları Dergisi, 12(33), 73-91. https://doi.org/10.52528/genclikarastirmalari.1396917

ÖNEMLİ NOT: DERGİMİZ ÖZEL SAYILAR HARİCİNDE HER YILIN NİSAN, AĞUSTOS VE ARALIK AYLARINDA OLMAK ÜZERE YILDA ÜÇ DEFA YAYIMLANMAKTADIR. ADAY ÇALIŞMALAR SAYIYA ÖZEL GÖNDERİLMEMEKTEDİR. DERGİMİZE GÖNDERİLEN MAKALELER DEĞERLENDİRME SÜRECİNİN TAMAMLANMASINI TAKİBEN UYGUN OLAN İLK SAYIDA YAYIMLANMAKTADIR.