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中国医学科学院 北京协和医学院 北京协和医院麻醉科,北京 100730
田园,Email:sounsissis@sina.com
收稿日期:2024-03-30,
纸质出版日期:2025-05-20
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郎珈馨, 田园. 游戏化教学在医学教育中应用的文献计量学分析[J]. 中华医学教育探索杂志, 2025, 24(5): 615-622.
Lang Jiaxin, Tian Yuan. Bibliometric analysis of the application of gamification in medical education[J]. Chinese journal of medical education research, 2025, 24(5): 615-622.
郎珈馨, 田园. 游戏化教学在医学教育中应用的文献计量学分析[J]. 中华医学教育探索杂志, 2025, 24(5): 615-622. DOI: 10.3760/cma.j.cn116021-20240330-01925.
Lang Jiaxin, Tian Yuan. Bibliometric analysis of the application of gamification in medical education[J]. Chinese journal of medical education research, 2025, 24(5): 615-622. DOI: 10.3760/cma.j.cn116021-20240330-01925.
目的
2
应用文献计量学方法系统梳理游戏化教学在医学教育中的应用现状、发展演变及热点研究领域。
方法
2
基于2003年1月至2023年11月Web of Science核心数据库中关于“游戏化教学在医学教育中的应用”的文献,采用VOSviewer 1.6.18和Citespace 6.3.1软件,对发文量、发文期刊、发文机构、发文国家、关键词共现及文献共被引情况进行深入分析,并绘制相应的共被引图谱。
结果
2
经检索,共获得游戏化医学教育相关文献633篇。该领域文献的发文量呈逐年上升趋势,西方发达国家在研究中占据主导地位,且游戏化医学教育在医学多学科教育中均有涉及,呈现多样化态势。根据关键词分析显示,医学教育(medical education)、模拟(simulation)、严肃游戏(serious game)是高频关键词。
结论
2
游戏化教学在医学教育中得到越来越多的应用,其研究主题和应用范围日益多元化。新兴技术的融入为医学教育带来了新的机遇和挑战。然而,仍需要更多深入、系统的研究来验证其长期效果和实际应用价值。
Objective
2
To systematically review the current application
development
and research hotspots of gamification in medical education using bibliometric methods.
Methods
2
VOSviewer 1.6.18 and Citespace 6.3.1 were used to analyze the annal volume of publication
journals
institutions
countries
keyword co-occurrence
and literature co-citation based on the literature related to application of gamification in medical education in the core collection of Web of Science from January 2003 to November 2023. A co-citation map was generated.
Results
2
A total of 633 articles related to application of gamification in medical education were identified. The publication volume increased year by year. Western developed countries dominated the research. Gamification in medical education has been used in a diverse range of disciplines. The high-frequency keywords included medical education
simulation
and serious game.
Conclusions
2
Gamification is increasingly applied in medical education
with diversifying research topics and application areas. Emerging technologies bring new opportunities and challenges to medical education. However
in-depth and systematic research is needed to validate its long-term effectiveness and practical value.
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