Araştırma Makalesi
BibTex RIS Kaynak Göster

Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities

Yıl 2021, Cilt: 9 Sayı: 17, 278 - 299, 27.04.2021
https://doi.org/10.18009/jcer.858500

Öz

The aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.

Kaynakça

  • Afyouni, I., Rehman, F. U., Qamar, A. M., Ghani, S., Hussain, S. O., Sadiq, B., ... & Basalamah, S. (2017). A therapy-driven gamification framework for hand rehabilitation. User Modeling and User-Adapted Interaction, 27(2), 215–265. https://doi.org/10.1007/s11257-017-9191-4
  • Amado, I., Brénugat-Herné, L., Orriols, E., Desombre, C., Dos Santos, M., Prost, Z., ... & Piolino, P. (2016). A serious game to improve cognitive functions in schizophrenia: a pilot study. Frontiers in Psychiatry, 7, 64. https://doi.org/10.3389/fpsyt.2016.00064
  • Arici, F., Yildirim, P., Caliklar, S., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142. https://doi.org/10.1016/j.compedu.2019.103647
  • Bang, C., Nam, Y., Ko, E. J., Lee, W., Kim, B., Choi, Y., & Park, Y. R. (2019) A serious game–derived index for detecting children with heterogeneous developmental disabilities: Randomized controlled trial. JMIR Serious Games, 7(4). https://doi.org/10.2196/14924
  • Bonnechere, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., & Jan, S. V. S. (2014). Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Research in Developmental Disabilities, 35(8), 1899–1913. https://doi.org/10.1016/j.ridd.2014.04.016
  • Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
  • Calderón, A., & Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87, 396–422. https://doi.org/10.1016/j.compedu.2015.07.011
  • Cano, A. R., Fernández‐Manjón, B., & García‐Tejedor, Á. J. (2018). Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities. British Journal of Educational Technology, 49(4), 659–672. https://doi.org/10.1111/bjet.12632
  • Cano, A. R., García-Tejedor, Á. J., Alonso-Fernández, C., & Fernández-Manjón, B. (2019). Game analytics evidence-based evaluation of a learning game for intellectual disabled users. IEEE Access, 7, 123820–123829.
  • Cheng, M. T., Chen, J. H., Chu, S. J., & Chen, S. Y. (2015). The use of serious games in science education: A review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 2(3), 353–375. https://doi.org/10.1007/s40692-015-0039-9
  • Cheng, S. C., & Lai, C. L. (2020). Facilitating learning for students with special needs: A review of technology-supported special education studies. Journal of Computers in Education, 7, 131–153. https://doi.org/10.1007/s40692-019-00150-8
  • Chow, C. Y., Riantiningtyas, R. R., Kanstrup, M. B., Papavasileiou, M., Liem, G. D., & Olsen, A. (2020). Can games change children’s eating behaviour? A review of gamification and serious games. Food Quality and Preference, 80, 103823. https://doi.org/10.1016/j.foodqual.2019.103823
  • Cinquin, P. A., Guitton, P., & Sauzéon, H. (2019). Online e-learning and cognitive disabilities: A systematic review. Computers & Education, 130, 152–167. https://doi.org/10.1016/j.compedu.2018.12.004
  • Connolly, T. C., Boyle, E. A., Hainey, T., McArthur, E., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59, 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Durkin, K., Boyle, J., Hunter, S., & Conti-Ramsden, G. (2013). Video games for children and adolescents with special educational needs. Zeitschrift Für Psychologie, 221(2),79–89. https://doi.org/10.1027/2151-2604/a000138
  • Faria, B. M., Ribeiro, J. D., Moreira, A. P., & Reis, L. P. (2019). Boccia game simulator: Serious game adapted for people with disabilities. Expert Systems, 36(3). https://doi.org/10.1111/exsy.12299
  • García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C. (2019). Serious games and their effect improving attention in students with learning disabilities. International Journal of Environmental Research and Public Health, 16(14). https://doi.org/10.3390/ijerph16142480
  • Goktas, Y., Kucuk, S., Aydemir, M., Telli, E., Arpacik, O., Yildirim, G., & Reisoglu, I. (2012). Educational technology research trends in Turkey: A content analysis of the 2000–2009 decade. Educational Sciences: Theory and Practice, 12(1), 177–199.
  • Hossain, M. S., Hardy, S., Alamri, A., Alelaiwi, A., Hardy, V., & Wilhelm, C. (2016). AR-based serious game framework for post-stroke rehabilitation. Multimedia Systems, 22(6), 659–674. https://doi.org/10.1007/s00530-015-0481-6
  • Hossain, M. S., Hoda, M., Muhammad, G., Almogren, A., & Alamri, A. (2018). Cloud-supported framework for patients in post-stroke disability rehabilitation. Telematics and Informatics, 35(4), 826–836. https://doi.org/10.1016/j.tele.2017.12.001
  • Jaramillo-Alcázar, A., Cortez-Silva, P., Galarza-Castillo, M., & Luján-Mora, S. (2020). A method to develop accessible online serious games for people with disabilities: A case study. Sustainability, 12(22), 9584. https://doi.org/10.3390/su12229584
  • Koh, C. (2020). A qualitative meta-analysis on the use of serious games to support learners with intellectual and developmental disabilities: What we know, what we need to know and what we can do. International Journal of Disability, Development and Education, https://doi.org/10.1080/1034912X.2020.1746245
  • Lämsä, J., Hämäläinen, R., Aro, M., Koskimaa, R., & Äyrämö, S. M. (2018). Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities. British Journal of Educational Technology, 49(4), 596–607. https://doi.org/10.1111/bjet.12639
  • Lievense, P., Vacaru, V. S., Liber, J., Bonnet, M., & Sterkenburg, P. S. (2019). “Stop bullying now!” Investigating the effectiveness of a serious game for teachers in promoting autonomy-supporting strategies for disabled adults: A randomized controlled trial. Disability and Health Journal, 12(2), 310–317. https://doi.org/10.1016/j.dhjo.2018.11.013
  • Lopez-Basterretxea, A., Mendez-Zorrilla, A., & Garcia-Zapirain, B. (2014). A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability. International Journal of Environmental Research and Public Health, 11(3), 2361–2380. https://doi.org/10.3390/ijerph110302361
  • Martín-Ruiz, M. L., Máximo-Bocanegra, N., & Luna-Oliva, L. (2016). A virtual environment to improve the detection of oral-facial malfunction in children with cerebral palsy. Sensors, 16(4), 444. https://doi.org/10.3390/s16040444
  • Michael, D., & Chen, S. (2006). Serious games: Games that educate, train, and inform. Boston, MA: Thomson.
  • Montenegro, M., & Greenhill, B. (2015). Evaluating “freda challenge”: A coproduced human rights board game in services for people with intellectual disabilities. Journal of Applied Research in Intellectual Disabilities, 28(3), 223–237. https://doi.org/10.1111/jar.12124
  • Ocampo, R., & Tavakoli, M. (2019). Improving user performance in haptics-based rehabilitation exercises by colocation of user’s visual and motor axes via a three-dimensional augmented-reality display. IEEE Robotics and Automation Letters, 4(2), 438–444. https://doi.org/10.1109/LRA.2019.2891283
  • Proença, J. P., Quaresma, C., & Vieira, P. (2018). Serious games for upper limb rehabilitation: a systematic review. Disability and Rehabilitation: Assistive Technology, 13(1), 95–100. https://doi.org/10.1080/17483107.2017.1290702
  • Rahman, M. A. (2017). Web-based multimedia hand-therapy framework for measuring forward and inverse kinematic data. Multimedia Tools and Applications, 76(6), 8227–8255. https://doi.org/10.1007/s11042-016-3447-6
  • Rico-Olarte, C., López, D. M., Narváez, S., Farinango, C. D., & Pharow, P. S. (2017). HapHop-Physio: A computer game to support cognitive therapies in children. Psychology Research and Behavior Management, 10, 209–217. https://doi.org/10.2147/PRBM.S130998
  • Ronimus, M., Eklund, K., Westerholm, J., Ketonen, R., & Lyytinen, H. (2020). A mobile game as a support tool for children with severe difficulties in reading and spelling. Journal of Computer Assisted Learning, 36(6), 1011–1025. https://doi.org/10.1111/jcal.12456
  • Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games, an overview. Technical report HIS-IKI-TR-07-001. University of Skvde.
  • Tang, J. S., Chen, N. T., Falkmer, M., Bӧlte, S., & Girdler, S. (2019). A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework. Research in Autism Spectrum Disorders, 66, 101412. https://doi.org/10.1016/j.rasd.2019.101412
  • Terras, M. M., Boyle, E. A., Ramsay, J., & Jarrett, D. (2018). The opportunities and challenges of serious games for people with an intellectual disability. British Journal of Educational Technology, 49(4), 690–700. https://doi.org/10.1111/bjet.12638
  • Tsikinas, S., & Xinogalos, S. (2019). Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review. Journal of Computer Assisted Learning, 35(1), 61–73. https://doi.org/10.1111/jcal.12311
  • Tsikinas, S., Xinogalos, S., & Satratzemi, M. (2016). Review on serious games for people with intellectual disabilities and autism. 10th European Conference on Games Based Learning, 696–703. Academic Conferences International Limited.
  • Valencia, K., Rusu, C., Quiñones, D., & Jamet, E. (2019). The impact of technology on people with autism spectrum disorder: A systematic literature review. Sensors, 19(20). https://doi.org/10.3390/s19204485
  • Van der Kuil, M. N., Visser-Meily, J., Evers, A. W., & Van der Ham, I. J. (2018). A usability study of a serious game in cognitive rehabilitation: A compensatory navigation training in acquired brain injury patients. Frontiers in Psychology, 9, 846. https://doi.org/10.3389/fpsyg.2018.00846
  • World Health Organization (Geneva). (2011). World report on disability. World Health Organization.
  • Xie, J., Basham, J. D., Marino, M. T., & Rice, M. F. (2018). Reviewing research on mobile learning in k–12 educational settings: Implications for students with disabilities. Journal of Special Education Technology, 33(1), 27–39. https://doi.org/10.1177/0162643417732292

Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities

Yıl 2021, Cilt: 9 Sayı: 17, 278 - 299, 27.04.2021
https://doi.org/10.18009/jcer.858500

Öz

The aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.

Kaynakça

  • Afyouni, I., Rehman, F. U., Qamar, A. M., Ghani, S., Hussain, S. O., Sadiq, B., ... & Basalamah, S. (2017). A therapy-driven gamification framework for hand rehabilitation. User Modeling and User-Adapted Interaction, 27(2), 215–265. https://doi.org/10.1007/s11257-017-9191-4
  • Amado, I., Brénugat-Herné, L., Orriols, E., Desombre, C., Dos Santos, M., Prost, Z., ... & Piolino, P. (2016). A serious game to improve cognitive functions in schizophrenia: a pilot study. Frontiers in Psychiatry, 7, 64. https://doi.org/10.3389/fpsyt.2016.00064
  • Arici, F., Yildirim, P., Caliklar, S., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142. https://doi.org/10.1016/j.compedu.2019.103647
  • Bang, C., Nam, Y., Ko, E. J., Lee, W., Kim, B., Choi, Y., & Park, Y. R. (2019) A serious game–derived index for detecting children with heterogeneous developmental disabilities: Randomized controlled trial. JMIR Serious Games, 7(4). https://doi.org/10.2196/14924
  • Bonnechere, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., & Jan, S. V. S. (2014). Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Research in Developmental Disabilities, 35(8), 1899–1913. https://doi.org/10.1016/j.ridd.2014.04.016
  • Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
  • Calderón, A., & Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87, 396–422. https://doi.org/10.1016/j.compedu.2015.07.011
  • Cano, A. R., Fernández‐Manjón, B., & García‐Tejedor, Á. J. (2018). Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities. British Journal of Educational Technology, 49(4), 659–672. https://doi.org/10.1111/bjet.12632
  • Cano, A. R., García-Tejedor, Á. J., Alonso-Fernández, C., & Fernández-Manjón, B. (2019). Game analytics evidence-based evaluation of a learning game for intellectual disabled users. IEEE Access, 7, 123820–123829.
  • Cheng, M. T., Chen, J. H., Chu, S. J., & Chen, S. Y. (2015). The use of serious games in science education: A review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 2(3), 353–375. https://doi.org/10.1007/s40692-015-0039-9
  • Cheng, S. C., & Lai, C. L. (2020). Facilitating learning for students with special needs: A review of technology-supported special education studies. Journal of Computers in Education, 7, 131–153. https://doi.org/10.1007/s40692-019-00150-8
  • Chow, C. Y., Riantiningtyas, R. R., Kanstrup, M. B., Papavasileiou, M., Liem, G. D., & Olsen, A. (2020). Can games change children’s eating behaviour? A review of gamification and serious games. Food Quality and Preference, 80, 103823. https://doi.org/10.1016/j.foodqual.2019.103823
  • Cinquin, P. A., Guitton, P., & Sauzéon, H. (2019). Online e-learning and cognitive disabilities: A systematic review. Computers & Education, 130, 152–167. https://doi.org/10.1016/j.compedu.2018.12.004
  • Connolly, T. C., Boyle, E. A., Hainey, T., McArthur, E., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59, 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Durkin, K., Boyle, J., Hunter, S., & Conti-Ramsden, G. (2013). Video games for children and adolescents with special educational needs. Zeitschrift Für Psychologie, 221(2),79–89. https://doi.org/10.1027/2151-2604/a000138
  • Faria, B. M., Ribeiro, J. D., Moreira, A. P., & Reis, L. P. (2019). Boccia game simulator: Serious game adapted for people with disabilities. Expert Systems, 36(3). https://doi.org/10.1111/exsy.12299
  • García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C. (2019). Serious games and their effect improving attention in students with learning disabilities. International Journal of Environmental Research and Public Health, 16(14). https://doi.org/10.3390/ijerph16142480
  • Goktas, Y., Kucuk, S., Aydemir, M., Telli, E., Arpacik, O., Yildirim, G., & Reisoglu, I. (2012). Educational technology research trends in Turkey: A content analysis of the 2000–2009 decade. Educational Sciences: Theory and Practice, 12(1), 177–199.
  • Hossain, M. S., Hardy, S., Alamri, A., Alelaiwi, A., Hardy, V., & Wilhelm, C. (2016). AR-based serious game framework for post-stroke rehabilitation. Multimedia Systems, 22(6), 659–674. https://doi.org/10.1007/s00530-015-0481-6
  • Hossain, M. S., Hoda, M., Muhammad, G., Almogren, A., & Alamri, A. (2018). Cloud-supported framework for patients in post-stroke disability rehabilitation. Telematics and Informatics, 35(4), 826–836. https://doi.org/10.1016/j.tele.2017.12.001
  • Jaramillo-Alcázar, A., Cortez-Silva, P., Galarza-Castillo, M., & Luján-Mora, S. (2020). A method to develop accessible online serious games for people with disabilities: A case study. Sustainability, 12(22), 9584. https://doi.org/10.3390/su12229584
  • Koh, C. (2020). A qualitative meta-analysis on the use of serious games to support learners with intellectual and developmental disabilities: What we know, what we need to know and what we can do. International Journal of Disability, Development and Education, https://doi.org/10.1080/1034912X.2020.1746245
  • Lämsä, J., Hämäläinen, R., Aro, M., Koskimaa, R., & Äyrämö, S. M. (2018). Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities. British Journal of Educational Technology, 49(4), 596–607. https://doi.org/10.1111/bjet.12639
  • Lievense, P., Vacaru, V. S., Liber, J., Bonnet, M., & Sterkenburg, P. S. (2019). “Stop bullying now!” Investigating the effectiveness of a serious game for teachers in promoting autonomy-supporting strategies for disabled adults: A randomized controlled trial. Disability and Health Journal, 12(2), 310–317. https://doi.org/10.1016/j.dhjo.2018.11.013
  • Lopez-Basterretxea, A., Mendez-Zorrilla, A., & Garcia-Zapirain, B. (2014). A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability. International Journal of Environmental Research and Public Health, 11(3), 2361–2380. https://doi.org/10.3390/ijerph110302361
  • Martín-Ruiz, M. L., Máximo-Bocanegra, N., & Luna-Oliva, L. (2016). A virtual environment to improve the detection of oral-facial malfunction in children with cerebral palsy. Sensors, 16(4), 444. https://doi.org/10.3390/s16040444
  • Michael, D., & Chen, S. (2006). Serious games: Games that educate, train, and inform. Boston, MA: Thomson.
  • Montenegro, M., & Greenhill, B. (2015). Evaluating “freda challenge”: A coproduced human rights board game in services for people with intellectual disabilities. Journal of Applied Research in Intellectual Disabilities, 28(3), 223–237. https://doi.org/10.1111/jar.12124
  • Ocampo, R., & Tavakoli, M. (2019). Improving user performance in haptics-based rehabilitation exercises by colocation of user’s visual and motor axes via a three-dimensional augmented-reality display. IEEE Robotics and Automation Letters, 4(2), 438–444. https://doi.org/10.1109/LRA.2019.2891283
  • Proença, J. P., Quaresma, C., & Vieira, P. (2018). Serious games for upper limb rehabilitation: a systematic review. Disability and Rehabilitation: Assistive Technology, 13(1), 95–100. https://doi.org/10.1080/17483107.2017.1290702
  • Rahman, M. A. (2017). Web-based multimedia hand-therapy framework for measuring forward and inverse kinematic data. Multimedia Tools and Applications, 76(6), 8227–8255. https://doi.org/10.1007/s11042-016-3447-6
  • Rico-Olarte, C., López, D. M., Narváez, S., Farinango, C. D., & Pharow, P. S. (2017). HapHop-Physio: A computer game to support cognitive therapies in children. Psychology Research and Behavior Management, 10, 209–217. https://doi.org/10.2147/PRBM.S130998
  • Ronimus, M., Eklund, K., Westerholm, J., Ketonen, R., & Lyytinen, H. (2020). A mobile game as a support tool for children with severe difficulties in reading and spelling. Journal of Computer Assisted Learning, 36(6), 1011–1025. https://doi.org/10.1111/jcal.12456
  • Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games, an overview. Technical report HIS-IKI-TR-07-001. University of Skvde.
  • Tang, J. S., Chen, N. T., Falkmer, M., Bӧlte, S., & Girdler, S. (2019). A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework. Research in Autism Spectrum Disorders, 66, 101412. https://doi.org/10.1016/j.rasd.2019.101412
  • Terras, M. M., Boyle, E. A., Ramsay, J., & Jarrett, D. (2018). The opportunities and challenges of serious games for people with an intellectual disability. British Journal of Educational Technology, 49(4), 690–700. https://doi.org/10.1111/bjet.12638
  • Tsikinas, S., & Xinogalos, S. (2019). Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review. Journal of Computer Assisted Learning, 35(1), 61–73. https://doi.org/10.1111/jcal.12311
  • Tsikinas, S., Xinogalos, S., & Satratzemi, M. (2016). Review on serious games for people with intellectual disabilities and autism. 10th European Conference on Games Based Learning, 696–703. Academic Conferences International Limited.
  • Valencia, K., Rusu, C., Quiñones, D., & Jamet, E. (2019). The impact of technology on people with autism spectrum disorder: A systematic literature review. Sensors, 19(20). https://doi.org/10.3390/s19204485
  • Van der Kuil, M. N., Visser-Meily, J., Evers, A. W., & Van der Ham, I. J. (2018). A usability study of a serious game in cognitive rehabilitation: A compensatory navigation training in acquired brain injury patients. Frontiers in Psychology, 9, 846. https://doi.org/10.3389/fpsyg.2018.00846
  • World Health Organization (Geneva). (2011). World report on disability. World Health Organization.
  • Xie, J., Basham, J. D., Marino, M. T., & Rice, M. F. (2018). Reviewing research on mobile learning in k–12 educational settings: Implications for students with disabilities. Journal of Special Education Technology, 33(1), 27–39. https://doi.org/10.1177/0162643417732292
Toplam 42 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri
Bölüm Araştırma Makalesi
Yazarlar

Nuri Kara 0000-0002-0115-383X

Yayımlanma Tarihi 27 Nisan 2021
Gönderilme Tarihi 11 Ocak 2021
Kabul Tarihi 27 Mart 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 9 Sayı: 17

Kaynak Göster

APA Kara, N. (2021). Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities. Journal of Computer and Education Research, 9(17), 278-299. https://doi.org/10.18009/jcer.858500

Creative Commons Lisansı


Bu eser Creative Commons Atıf 4.0 Uluslararası Lisansı ile lisanslanmıştır.


Değerli Yazarlar,

JCER dergisi 2018 yılından itibaren yayımlanacak sayılarda yazarlarından ORCID bilgilerini isteyecektir. Bu konuda hassasiyet göstermeniz önemle rica olunur.

Önemli: "Yazar adından yapılan yayın/atıf taramalarında isim benzerlikleri, soyadı değişikliği, Türkçe harf içeren isimler, farklı yazımlar, kurum değişiklikleri gibi durumlar sorun oluşturabilmektedir. Bu nedenle araştırmacıların tanımlayıcı kimlik/numara (ID) edinmeleri önem taşımaktadır. ULAKBİM TR Dizin sistemlerinde tanımlayıcı ID bilgilerine yer verilecektir.

Standardizasyonun sağlanabilmesi ve YÖK ile birlikte yürütülecek ortak çalışmalarda ORCID kullanılacağı için, TR Dizin’de yer alan veya yer almak üzere başvuran dergilerin, yazarlardan ORCID bilgilerini talep etmeleri ve dergide/makalelerde bu bilgiye yer vermeleri tavsiye edilmektedir. ORCID, Open Researcher ve Contributor ID'nin kısaltmasıdır.  ORCID, Uluslararası Standart Ad Tanımlayıcı (ISNI) olarak da bilinen ISO Standardı (ISO 27729) ile uyumlu 16 haneli bir numaralı bir URI'dir. http://orcid.org adresinden bireysel ORCID için ücretsiz kayıt oluşturabilirsiniz. "