Educational virtual games in supporting SDG 4: Research trend in Scopus, Topic, and Novelty explored

Author:

Nisa’ Khoirun,Suprapto Nadi,Safitri Afaurina Indriana,Arymbekov Beken

Abstract

Quality education is one of the aspects targeted for development by the SDGs points. Virtual game education is one of the tools used to achieve the goals emphasized by the SDGs. This research aims to identify trends and contributions of virtual game education (VGE) in education. This research uses bibliometric analysis techniques sourced from the Scopus database. The software used to visualize existing data is VosViewer. Over the past five years, research on VGE has been steady, peaking in 2022 with the most significant number of documents. VGE research increased from 2019 to 2022 but decreased in 2023. VGE research has been published as conference papers with Springer as publisher. Canada and the US are countries that have made significant contributions to this research. Ten dominant subjects impact education by developing digital learning media technology. The research uses a combined approach (quantitativequalitative) in the data analysis. These things are closely related to SDG point 4 (quality of education). Research on similar topics can be further developed using data other than Scopus, such as WOS and Citespace, as tools for more interesting visualization compared to VOSviewer.

Publisher

EDP Sciences

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