خريطة البحوث العلمية في الألعاب اللغوية لتدريس اللغة العربية

This research aims to identify bibliometric data and conduct a critical reflection on studies related to the use of language games as a medium for Arabic language learning. It also aims to determine which titles have high novelty value to serve as a reference for researchers in publishing future scientific works. The researcher employs a library research approach using the Systematic Literature Review method. Data collection was conducted using the Publish or Perish (POP) software, Crossref, and analysis was carried out using the VOSviewer application. The data search was based on the keyword "Arabic Language Games" in two languages, Indonesian and Arabic, within the time range of 2019–2023. An analysis of 259 published articles using the VOSviewer application through co-occurrence produced bibliometric visualizations based on keywords, including network visualization, overlay visualization, and density visualization. The findings revealed that pantomime games, digital games, bingo games, Kahoot games, and games using AI have high novelty value and potential for further research. Keywords: language games, AI-based games, title mapping

Authors

Publication Details

Journal
Maharaat Lughawiyyat Jurnal Pendidikan Bahasa Arab
Published
2025-06-16
DOI
https://doi.org/10.18860/jpba.v4i2.15867
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

خريطة البحوث العلمية في الألعاب اللغوية لتدريس اللغة العربية

Salmi Adrizal
Maharaat Lughawiyyat Jurnal Pendidikan Bahasa Arab
Educational Games and Gamification
article

خريطة البحوث العلمية في الألعاب اللغوية لتدريس اللغة العربية

Salmi Adrizal
article en

Abstract

This research aims to identify bibliometric data and conduct a critical reflection on studies related to the use of language games as a medium for Arabic language learning. It also aims to determine which titles have high novelty value to serve as a reference for researchers in publishing future scientific works. The researcher employs a library research approach using the Systematic Literature Review method. Data collection was conducted using the Publish or Perish (POP) software, Crossref, and analysis was carried out using the VOSviewer application. The data search was based on the keyword "Arabic Language Games" in two languages, Indonesian and Arabic, within the time range of 2019–2023. An analysis of 259 published articles using the VOSviewer application through co-occurrence produced bibliometric visualizations based on keywords, including network visualization, overlay visualization, and density visualization. The findings revealed that pantomime games, digital games, bingo games, Kahoot games, and games using AI have high novelty value and potential for further research. Keywords: language games, AI-based games, title mapping

Maharaat Lughawiyyat Jurnal Pendidikan Bahasa ArabVol. 4(2)
Openalex Percentile: Top 86%
Educational Games and Gamification
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