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Okul Öncesi Dönemde Dijital Oyun ile İlgili Yapılmış Çalışmaların Bibliyometrik Analizi

Yıl 2025, Cilt: 4 Sayı: 1, 26 - 49, 31.03.2025

Öz

Bu araştırmanın amacı okul öncesi dönemde dijital oyun ile ilgili yapılan akademik çalışmaları bibliyometrik açıdan incelemektir. Araştırma tarama deseniyle yürütülmüştür. WoS (Web of Science) veri tabanında “dijital oyun” ve “okul öncesi” anahtar kelimeleriyle tarama yapılmıştır. Arama kriteri olarak “doküman başlığı, özet, anahtar kelime” seçilmiştir. “Dijital oyun” ve “okul öncesi” anahtar kelimeleriyle yapılan aramada WoS’ta 42 çalışma listelenmiştir. Okul öncesi eğitimde dijital oyuna ilişkin ilk çalışma 2009 yılında yayınmıştır. Veriler bibliyometrik analiz tekniği ile analiz edilmiştir. Okul öncesi dönemde dijital oyunla ilgili en çok yayın yapan ülke Türkiye’dir. Ulusal Tayvan Bilim ve Teknoloji Üniversitesi en çok yayın yapan araştırmacıların bulunduğu kurumdur. Türkiye’den ise en çok yayın yapan araştırmacıların bulunduğu kurumlar Afyon Kocatepe Üniversitesi ve Uludağ Üniversitesi’dir. Sürdürülebilir kalkınma hedefleri kapsamında incelendiğinde daha çok ‘kaliteli eğitim’ hedefine yönelik yayınların yapıldığı görülmektedir. En çok alan atıf alan yazarlar kapsamında bağlantı gücü açısından Michail Kalogiannakis, Stamatios Papadakis ve Elçin Yazıcı Arıcı ilk üçte ve eşit bağlantı gücüne sahip yazarlardır. Anahtar sözcük analizinden elde edilen bulgulara göre en çok kullanılan anahtar kelimenin ‘preschool’ olduğu görülürken; yıl bazında ele alındığında son zamanlarda en çok kullanılan anahtar kelimenin ‘preschool children’ olduğu belirlenmiştir. Ayrıca ‘preschool children’ anahtar kelimesinin son yıllarda en fazla birlikte olduğu anahtar kelimelerin dört ayrı kümede yer aldığı tespit edilmiştir. Kümelerdeki anahtar kelimeler dijital oyun, dijital okuryazarlık, dijital ebeveynlik, oyun bağımlılığı eğilimi; dijital oyun bağımlılığı, sosyal duygusal gelişim ve ebeveyn rehberliği; alfabe yazımı, dijital oyun tabanlı öğrenme uygulaması, dil gelişimi; konuşma terapisi, değerlendirme, konuşma sesi bozuklukları ve ciddi oyun olduğu görülmüştür.

Kaynakça

  • Ahmad, P., Dummer, P. M. H., Chaudhry, A., Rashid, U., Saif, S., & Asıf, J. A. (2019). A bibliometric study of the top 100 most‐cited randomized controlled trials, systematic reviews and meta‐analyses published in endodontic journals. International Endodontic Journal, 52(9), 1297-1316. https://doi.org/10.1111/iej.13131
  • Aküzüm, C., Baran, E., & Çelebi, S. (2022). Okul öncesi dönemde ebeveyn tutumları ile dijital oyun bağımlılığı eğilimi arasındaki ilişki. Electronic Turkish Studies, 17(3), 427-458. http://dx.doi.org/10.7827/TurkishStudies.61958
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. http://dx.doi.org/10.1037//O022-3514.78.4.772
  • Arnott, L. (2016). The role of digital technologies. The early years foundation stage: theory and practice. Sage.
  • Barabási, A. L. (2002). Linked: The new science of networks. Perseus Publishing.
  • Börner, K., Chen, C., & Boyack, K. W. (2004). Visualizing knowledge domains. Annual Review of Information Science and Technology, 38(1), 179-255. https://doi.org/10.1002/aris.1440380106
  • Budak, K. S., & Işıkoğlu, N. (2022). Dijital oyun bağımlılık eğilimi ve ebeveyn rehberlik stratejileri ölçeklerinin geliştirilmesi. Ankara University Journal of Faculty of Educational Sciences (JFES), 55(3), 693-740. https://doi.org/10.30964/auebfd.939653
  • Cobo, M. J., López-Herrera, A. G., Herrera-Viedma, E., & Herrera, F. (2011). Science mapping software tools: Review, analysis, and cooperative study among tools. Journal of the American Society for Information Science and Technology, 62(7), 1382–1402. https://doi.org/10.1002/asi.21524
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of business research, 133, 285-296. https://doi.org/10.1016/j.jbusres.2021.04.070
  • Doğan, K. (2020). Türkiye’de ve Türkiye’den oyun çalişmalari. Uluslararası Medya Ve İletişim Araştırmaları Hakemli Dergisi, 3(2), 176-183. https://dergipark.org.tr/tr/pub/mediaj/issue/58567/845832
  • Ergin, B., & Ergin, E. (2022). “Dijital Oyun” ile İlgili Çalışmaların İncelenmesi: Bir Bibliyometrik Analiz. TRT Akademi, 7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Fitriah, N., Pusposari, L. F., Firmantika, L., Rochmah, A., & Rukmana, I. S. (2022). Bibliometric analysis of the term game-based learning in early childhood studies. Preschool, 4(1), 37-44. https://doi.org/10.18860/preschool.v4i1.18025
  • Gingras, Y. (2016). Bibliometrics and research evaluation: Uses and abuses. MIT Press.
  • Glänzel, W. (2003). Bibliometrics as a research field: A course on theory and application of bibliometric indicators. Scientometrics, 58(1), 1-24.
  • Glänzel, W., & Schubert, A. (2004). Analyzing scientific networks through co-authorship. Handbook of Quantitative Science and Technology Research (s. 257–276). Springer.
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
  • Griffiths, M. D. (2019). The role of context in online gaming excess and addiction: Some case study evidence. Journal of Behavioral Addictions, 8(1), 7-9. https://doi.org/10.1556/2006.8.2019.08
  • Göle, M. (2023). Anne ve okul öncesi öğretmeni olarak dijital oyuna bakış. Ibad Sosyal Bilimler Dergisi, 15, 1-30. https://doi.org/10.21733/ibad.1240980
  • Gözüm, A., & Kandır, A. (2020). Okul öncesi çocuklarin dijital oyun oynama süreleri̇ne göre oyun eğilimi ile konsantrasyon düzeylerinin incelenmesi. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi, 41, 82-100. https://doi.org/10.33418/ataunikkefd.777424
  • Halaç, H. H., & Öğülmüş, V. (2023). Dijital Oyun İçerikli Tezlerin Bibliyometrik Analizi. Duzce University Journal of Science and Technology, 11(2), 574-587. https://doi.org/10.29130/dubited.1026672
  • Hall, A. H., Gao, Q., Guo, Y., & Xie, Y. (2023). Examining the effects of kindergarten writing instruction on emergent literacy skills: a systematic review of the literature. Early Child Development and Care, 193(3), 334-346. http://dx.doi.org/10.1080/03004430.2022.2090932
  • Karabekmez, S. (2022). 5-6 Yaş Çocuklarına Yönelik Tasarlanan Eğitsel Dijital Oyunun Yürütücü İşlev Becerilerine Etkisi (Tez No. 772659) [Doktora tezi, Hacettepe Üniversitesi-Ankara]. Yükseköğretim Kurulu Başkanlığı Tez Merkezi.
  • Király, O., Tóth, D., Urbán, R., Demetrovics, Z., & Maraz, A. (2017). Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors, 31(7), 807-817. https://doi.org/10.1037/adb0000316
  • Kumar, S. (2015). Co-authorship networks: a review of the literature. Aslib Journal of Information Management, 67(1), 55-73. https://doi.org/10.1108/ajim-09-2014-0116
  • Kusurkar, R. A., Cate, O. t., Vos, C. M., Westers, P., & Croiset, G. (2012). How motivation affects academic performance: a structural equation modelling analysis. Advances in Health Sciences Education, 18(1), 57-69. https://doi.org/10.1007/s10459-012-9354-3
  • Lamrani, R., & Abdelwahed, E. H. (2020). Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems, 17(1),339-356. https://doi.org/10.2298/CSIS123456789
  • Lauricella, A. R., & Cingel, D. P. (2020). Parental influence on youth media use. Journal of Child and Family Studies, 29(7), 1927-1937. https://doi.org/10.1007/s10826-020-01724-2
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152. https://doi.org/10.1016/j.chb.2010.07.002
  • Li, X., & Lei, L. (2019). A bibliometric analysis of topic modelling studies (2000–2017). Journal of Information Science, 47(2), 161-175. https://doi.org/10.1177/0165551519877049
  • Liu, S., & Li, W. (2020). Ecotourism research progress: a bibliometric analysis during 1990–2016. Sage Open, 10(2). https://doi.org/10.1177/2158244020924052
  • Livingstone, S., & Helsper, E. (2007). Gradations in digital inclusion: Children, young people and the digital divide. New Media & Society, 9(4), 671-696. https://doi.org/10.1177/1461444807080335
  • Leydesdorff, L., & Persson, O. (2010). Mapping the geography of science: Distribution patterns and networks of relations among cities and authors. Journal of the American Society for Information Science and Technology, 61(8), 1622–1634. https://doi.org/10.1002/asi.21399
  • Moed, H. F. (2005). Citation analysis in research evaluation. Springer.
  • Moody, J. (2004). The structure of a social science collaboration network: Disciplinary cohesion from 1963 to 1999. American Sociological Review, 69(2), 213–238. https://doi.org/10.1177/000312240406900204 National Taiwan University of Science and Technology. (n.d.). Digital Learning and Education Institute. Retrieved November 30, 2024. https://www.ntust.edu.tw/p/404-1000-101271.php?Lang=en
  • Newman, M. E. (2001). The structure of scientific collaboration networks. Proceedings of the National Academy of Sciences, 98(2), 404–409. https://doi.org/10.1073/pnas.98.2.404
  • Özdemir, M., & Bayrak, C. (2019). Digital games in early childhood education: An investigation of the effects of digital games on children’s development. Education and Information Technologies, 24(3), 2495–2513. https://doi.org/10.1007/s10639-019-09998-w
  • Palaiologou, I. (2016). Children under five and digital technologies: implications for early years pedagogy. European Early Childhood Education Research Journal, 24(1),5-24. https://doi.org/10.1080/1350293X.2014.929876
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
  • Poçan, S. (2023). Matematik Eğitiminde Dijital Oyun Tabanlı Öğrenme Üzerine Bibliyometrik Analiz. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 24(1), 648-669. https://doi.org/10.17679/inuefd.1215903
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Bibliometric Analysis of Studies on Digital Games in Preschool Education

Yıl 2025, Cilt: 4 Sayı: 1, 26 - 49, 31.03.2025

Öz

The aim of this study is to examine academic studies on digital games in preschool education through bibliometric analysis. The research was conducted using a survey design. A search was performed in the Web of Science (WoS) database using the keywords “digital game” and “preschool.” The search criteria included “document title,” “abstract,” and “keywords.” A total of 42 studies were identified in WoS using these keywords. The first study on digital gaming in early childhood education was published in 2009. The data were analyzed using bibliometric analysis techniques. Turkey was identified as the leading country in publishing studies on digital games in preschool education. The National Taiwan University of Science and Technology has the most prolific researchers. The institutions with the most prolific researchers from Turkey are Afyon Kocatepe University and Uludağ University. When examined within the scope of sustainable development goals, it is seen that publications are mainly made for the goal of 'quality education'. Within the scope of the most cited authors, Michail Kalogiannakis, Stamatios Papadakis, and Elçin Yazıcı Arıcı are in the top three in terms of link strength and are authors with equal link strength. According to the findings obtained from the keyword analysis, the most used keyword is 'preschool'; when considered on a yearly basis, it was determined that the most used keyword recently is 'preschool children'. In addition, it has been determined that the keywords that are most frequently used with the keyword ‘preschool children’ in recent years are in four separate clusters. These clusters included: digital play, digital literacy, digital parenting, and play addiction tendency; digital game addiction, social-emotional development, and parental guidance; alphabet writing, digital game-based learning app, and language development; speech therapy, evaluation, speech sound disorders, and serious game.

Kaynakça

  • Ahmad, P., Dummer, P. M. H., Chaudhry, A., Rashid, U., Saif, S., & Asıf, J. A. (2019). A bibliometric study of the top 100 most‐cited randomized controlled trials, systematic reviews and meta‐analyses published in endodontic journals. International Endodontic Journal, 52(9), 1297-1316. https://doi.org/10.1111/iej.13131
  • Aküzüm, C., Baran, E., & Çelebi, S. (2022). Okul öncesi dönemde ebeveyn tutumları ile dijital oyun bağımlılığı eğilimi arasındaki ilişki. Electronic Turkish Studies, 17(3), 427-458. http://dx.doi.org/10.7827/TurkishStudies.61958
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. http://dx.doi.org/10.1037//O022-3514.78.4.772
  • Arnott, L. (2016). The role of digital technologies. The early years foundation stage: theory and practice. Sage.
  • Barabási, A. L. (2002). Linked: The new science of networks. Perseus Publishing.
  • Börner, K., Chen, C., & Boyack, K. W. (2004). Visualizing knowledge domains. Annual Review of Information Science and Technology, 38(1), 179-255. https://doi.org/10.1002/aris.1440380106
  • Budak, K. S., & Işıkoğlu, N. (2022). Dijital oyun bağımlılık eğilimi ve ebeveyn rehberlik stratejileri ölçeklerinin geliştirilmesi. Ankara University Journal of Faculty of Educational Sciences (JFES), 55(3), 693-740. https://doi.org/10.30964/auebfd.939653
  • Cobo, M. J., López-Herrera, A. G., Herrera-Viedma, E., & Herrera, F. (2011). Science mapping software tools: Review, analysis, and cooperative study among tools. Journal of the American Society for Information Science and Technology, 62(7), 1382–1402. https://doi.org/10.1002/asi.21524
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of business research, 133, 285-296. https://doi.org/10.1016/j.jbusres.2021.04.070
  • Doğan, K. (2020). Türkiye’de ve Türkiye’den oyun çalişmalari. Uluslararası Medya Ve İletişim Araştırmaları Hakemli Dergisi, 3(2), 176-183. https://dergipark.org.tr/tr/pub/mediaj/issue/58567/845832
  • Ergin, B., & Ergin, E. (2022). “Dijital Oyun” ile İlgili Çalışmaların İncelenmesi: Bir Bibliyometrik Analiz. TRT Akademi, 7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Fitriah, N., Pusposari, L. F., Firmantika, L., Rochmah, A., & Rukmana, I. S. (2022). Bibliometric analysis of the term game-based learning in early childhood studies. Preschool, 4(1), 37-44. https://doi.org/10.18860/preschool.v4i1.18025
  • Gingras, Y. (2016). Bibliometrics and research evaluation: Uses and abuses. MIT Press.
  • Glänzel, W. (2003). Bibliometrics as a research field: A course on theory and application of bibliometric indicators. Scientometrics, 58(1), 1-24.
  • Glänzel, W., & Schubert, A. (2004). Analyzing scientific networks through co-authorship. Handbook of Quantitative Science and Technology Research (s. 257–276). Springer.
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
  • Griffiths, M. D. (2019). The role of context in online gaming excess and addiction: Some case study evidence. Journal of Behavioral Addictions, 8(1), 7-9. https://doi.org/10.1556/2006.8.2019.08
  • Göle, M. (2023). Anne ve okul öncesi öğretmeni olarak dijital oyuna bakış. Ibad Sosyal Bilimler Dergisi, 15, 1-30. https://doi.org/10.21733/ibad.1240980
  • Gözüm, A., & Kandır, A. (2020). Okul öncesi çocuklarin dijital oyun oynama süreleri̇ne göre oyun eğilimi ile konsantrasyon düzeylerinin incelenmesi. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi, 41, 82-100. https://doi.org/10.33418/ataunikkefd.777424
  • Halaç, H. H., & Öğülmüş, V. (2023). Dijital Oyun İçerikli Tezlerin Bibliyometrik Analizi. Duzce University Journal of Science and Technology, 11(2), 574-587. https://doi.org/10.29130/dubited.1026672
  • Hall, A. H., Gao, Q., Guo, Y., & Xie, Y. (2023). Examining the effects of kindergarten writing instruction on emergent literacy skills: a systematic review of the literature. Early Child Development and Care, 193(3), 334-346. http://dx.doi.org/10.1080/03004430.2022.2090932
  • Karabekmez, S. (2022). 5-6 Yaş Çocuklarına Yönelik Tasarlanan Eğitsel Dijital Oyunun Yürütücü İşlev Becerilerine Etkisi (Tez No. 772659) [Doktora tezi, Hacettepe Üniversitesi-Ankara]. Yükseköğretim Kurulu Başkanlığı Tez Merkezi.
  • Király, O., Tóth, D., Urbán, R., Demetrovics, Z., & Maraz, A. (2017). Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors, 31(7), 807-817. https://doi.org/10.1037/adb0000316
  • Kumar, S. (2015). Co-authorship networks: a review of the literature. Aslib Journal of Information Management, 67(1), 55-73. https://doi.org/10.1108/ajim-09-2014-0116
  • Kusurkar, R. A., Cate, O. t., Vos, C. M., Westers, P., & Croiset, G. (2012). How motivation affects academic performance: a structural equation modelling analysis. Advances in Health Sciences Education, 18(1), 57-69. https://doi.org/10.1007/s10459-012-9354-3
  • Lamrani, R., & Abdelwahed, E. H. (2020). Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems, 17(1),339-356. https://doi.org/10.2298/CSIS123456789
  • Lauricella, A. R., & Cingel, D. P. (2020). Parental influence on youth media use. Journal of Child and Family Studies, 29(7), 1927-1937. https://doi.org/10.1007/s10826-020-01724-2
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152. https://doi.org/10.1016/j.chb.2010.07.002
  • Li, X., & Lei, L. (2019). A bibliometric analysis of topic modelling studies (2000–2017). Journal of Information Science, 47(2), 161-175. https://doi.org/10.1177/0165551519877049
  • Liu, S., & Li, W. (2020). Ecotourism research progress: a bibliometric analysis during 1990–2016. Sage Open, 10(2). https://doi.org/10.1177/2158244020924052
  • Livingstone, S., & Helsper, E. (2007). Gradations in digital inclusion: Children, young people and the digital divide. New Media & Society, 9(4), 671-696. https://doi.org/10.1177/1461444807080335
  • Leydesdorff, L., & Persson, O. (2010). Mapping the geography of science: Distribution patterns and networks of relations among cities and authors. Journal of the American Society for Information Science and Technology, 61(8), 1622–1634. https://doi.org/10.1002/asi.21399
  • Moed, H. F. (2005). Citation analysis in research evaluation. Springer.
  • Moody, J. (2004). The structure of a social science collaboration network: Disciplinary cohesion from 1963 to 1999. American Sociological Review, 69(2), 213–238. https://doi.org/10.1177/000312240406900204 National Taiwan University of Science and Technology. (n.d.). Digital Learning and Education Institute. Retrieved November 30, 2024. https://www.ntust.edu.tw/p/404-1000-101271.php?Lang=en
  • Newman, M. E. (2001). The structure of scientific collaboration networks. Proceedings of the National Academy of Sciences, 98(2), 404–409. https://doi.org/10.1073/pnas.98.2.404
  • Özdemir, M., & Bayrak, C. (2019). Digital games in early childhood education: An investigation of the effects of digital games on children’s development. Education and Information Technologies, 24(3), 2495–2513. https://doi.org/10.1007/s10639-019-09998-w
  • Palaiologou, I. (2016). Children under five and digital technologies: implications for early years pedagogy. European Early Childhood Education Research Journal, 24(1),5-24. https://doi.org/10.1080/1350293X.2014.929876
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
  • Poçan, S. (2023). Matematik Eğitiminde Dijital Oyun Tabanlı Öğrenme Üzerine Bibliyometrik Analiz. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 24(1), 648-669. https://doi.org/10.17679/inuefd.1215903
  • Raan, A. F. V. (2008). Bibliometric statistical properties of the 100 largest European research universities: Prevalent scaling rules in the science system. Journal of the American Society for information science and technology, 59(3), 461-475. https://doi.org/10.1002/asi.20761
  • Rautela, S. (2024). Open innovation and new product development: major themes and research trajectories. Journal of Management History, 30(4), 686-715. https://doi.org/10.1108/jmh-09-2023-0098
  • Ravenscroft, J., Liakata, M., Clare, A., & Duma, D. (2017). Measuring scientific impact beyond academia: An assessment of existing impact metrics and proposed improvements. PloS one, 12(3), e0173152. https://doi.org/10.1371/journal.pone.0173152
  • Rojas-Sánchez, M. A., Palos-Sánchez, P. R., & Folgado-Fernández, J. A. (2023). Systematic literature review and bibliometric analysis on virtual reality and education. Education and Information Technologies, 28(1), 155-192. https://doi.org/10.1007/s10639-022-11167-5
  • Saarela, M., Kärkkäinen, T., Lahtonen, T., & Rossi, T. (2016). Expert-based versus citation-based ranking of scholarly and scientific publication channels. Journal of Informetrics, 10(3),693-718. https://doi.org/10.1016/j.joi.2016.03.004
  • Tuncer, M., Dikmen, M., & Vural, M. (2022). Dijital Oyun Bağımlılığı, Davranış Problemleri ve Akademik Performans: Bibliyometrik Bir Haritalama. Sosyal, Beşeri Ve İdari Bilimler Dergisi, 5(7), 913–933. https://doi.org/10.26677/TR1010.2022.1035
  • United Nations. (2015). Transforming our world: The 2030 agenda for sustainable development. United Nations. https://sdgs.un.org/2030agenda
  • United Nations. (2023). Sustainable development goals: 2030 agenda. United Nations. https://sdgs.un.org/goals
  • Van Eck, N., & Waltman, L. (2010). Software survey: VOSviewer, a computer program for bibliometric mapping. Scientometrics, 84(2), 523-538. https://doi.org/10.1007/s11192-009-0146-3
  • Van Eck, N. J., & Waltman, L. (2014). Visualizing bibliometric networks. Measuring scholarly impact (s. 285-320). Springer.
  • Wang, R. and Shih, Y. (2023). What are universities pursuing? a review of the quacquarelli symonds world university rankings of taiwanese universities (2021–2023). Frontiers in Education, 8. https://doi.org/10.3389/feduc.2023.1185817
  • Yan, L., & Zhiping, W. (2023). Mapping the literature on academic publishing: A bibliometric analysis on WOS. Sage Open, 13(1). https://doi.org/10.1177/21582440231158562
  • Zhang, J., Xie, J., Hou, W., Tu, X., Xu, J., Song, F., ... & Lu, Z. (2012). Mapping the knowledge structure of research on patient adherence: knowledge domain visualization based co-word analysis and social network analysis. PloS one, 7(4), e34497. https://doi.org/10.1371/journal.pone.0034497
  • Zupic, I., & Čater, T. (2014). Bibliometric Methods in Management and Organization. Organizational Research Methods, 18(3), 429-472. https://doi.org/10.1177/1094428114562629
Toplam 53 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Çocuk Gelişimi Eğitimi, Alan Eğitimleri (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Sibel Karabekmez 0000-0003-3017-5234

Ensar Yıldız 0000-0003-3741-1121

Erken Görünüm Tarihi 29 Mart 2025
Yayımlanma Tarihi 31 Mart 2025
Gönderilme Tarihi 31 Aralık 2024
Kabul Tarihi 25 Mart 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 4 Sayı: 1

Kaynak Göster

APA Karabekmez, S., & Yıldız, E. (2025). Okul Öncesi Dönemde Dijital Oyun ile İlgili Yapılmış Çalışmaların Bibliyometrik Analizi. Sivas Cumhuriyet Üniversitesi Eğitim Bilimleri Enstitüsü Dergisi, 4(1), 26-49.