Class information for: |
Basic class information |
ID | Publications | Average number of references |
Avg. shr. active ref. in WoS |
---|---|---|---|
9649 | 1068 | 39.4 | 30% |
Classes in level above (level 2) |
ID, lev. above |
Publications | Label for level above |
---|---|---|
268 | 18607 | COMPUTERS & EDUCATION//BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY//ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT |
Terms with highest relevance score |
Rank | Term | Type of term | Relevance score (tfidf) |
Class's shr. of term's tot. occurrences |
Shr. of publ. in class containing term |
Num. of publ. in class |
---|---|---|---|---|---|---|
1 | GAME BASED LEARNING | Author keyword | 11 | 15% | 6% | 65 |
2 | INTERACTIVE LEARNING ENVIRONMENTS | Author keyword | 10 | 12% | 7% | 80 |
3 | DIGITAL GAME BASED LEARNING | Author keyword | 8 | 36% | 2% | 19 |
4 | EDUCATIONAL GAMES | Author keyword | 6 | 18% | 3% | 33 |
5 | SECOND LIFE | Author keyword | 6 | 12% | 5% | 49 |
6 | TECHNOL TEACHING LEARNING | Address | 5 | 63% | 0% | 5 |
7 | IMMERSIVE VIRTUAL WORLDS | Author keyword | 4 | 75% | 0% | 3 |
8 | OPEN SIM | Author keyword | 4 | 75% | 0% | 3 |
9 | SIMCITY | Author keyword | 4 | 75% | 0% | 3 |
10 | E UCM GRP | Address | 3 | 100% | 0% | 3 |
Web of Science journal categories |
Author Key Words |
Rank | Web of Science journal category | Relevance score (tfidf) |
Class's shr. of term's tot. occurrences |
Shr. of publ. in class containing term |
Num. of publ. in class |
LCSH search | Wikipedia search |
---|---|---|---|---|---|---|---|
1 | GAME BASED LEARNING | 11 | 15% | 6% | 65 | Search GAME+BASED+LEARNING | Search GAME+BASED+LEARNING |
2 | INTERACTIVE LEARNING ENVIRONMENTS | 10 | 12% | 7% | 80 | Search INTERACTIVE+LEARNING+ENVIRONMENTS | Search INTERACTIVE+LEARNING+ENVIRONMENTS |
3 | DIGITAL GAME BASED LEARNING | 8 | 36% | 2% | 19 | Search DIGITAL+GAME+BASED+LEARNING | Search DIGITAL+GAME+BASED+LEARNING |
4 | EDUCATIONAL GAMES | 6 | 18% | 3% | 33 | Search EDUCATIONAL+GAMES | Search EDUCATIONAL+GAMES |
5 | SECOND LIFE | 6 | 12% | 5% | 49 | Search SECOND+LIFE | Search SECOND+LIFE |
6 | IMMERSIVE VIRTUAL WORLDS | 4 | 75% | 0% | 3 | Search IMMERSIVE+VIRTUAL+WORLDS | Search IMMERSIVE+VIRTUAL+WORLDS |
7 | OPEN SIM | 4 | 75% | 0% | 3 | Search OPEN+SIM | Search OPEN+SIM |
8 | SIMCITY | 4 | 75% | 0% | 3 | Search SIMCITY | Search SIMCITY |
9 | EDUCATIONAL COMPUTER GAMES | 3 | 29% | 1% | 8 | Search EDUCATIONAL+COMPUTER+GAMES | Search EDUCATIONAL+COMPUTER+GAMES |
10 | COMPUTER FUNDAMENTALS | 2 | 67% | 0% | 2 | Search COMPUTER+FUNDAMENTALS | Search COMPUTER+FUNDAMENTALS |
Key Words Plus |
Rank | Web of Science journal category | Relevance score (tfidf) |
Class's shr. of term's tot. occurrences |
Shr. of publ. in class containing term |
Num. of publ. in class |
---|---|---|---|---|---|
1 | 2ND LIFE | 28 | 42% | 5% | 51 |
2 | SERIOUS GAMES | 16 | 60% | 2% | 18 |
3 | COMPUTER GAMES | 14 | 23% | 5% | 55 |
4 | INSTRUCTIONAL SIMULATION GAME | 8 | 100% | 0% | 5 |
5 | STUDENTS LEARNING PERFORMANCE | 6 | 100% | 0% | 4 |
6 | VIRTUAL WORLDS | 5 | 20% | 2% | 23 |
7 | INTERACTIVE LEARNING ENVIRONMENTS | 5 | 63% | 0% | 5 |
8 | DIGITAL GAMES | 3 | 50% | 0% | 4 |
9 | EDUCATIONAL COMPUTER GAMES | 3 | 60% | 0% | 3 |
10 | EDUCATIONAL GAME | 3 | 42% | 0% | 5 |
Journals |
Reviews |
Title | Publ. year | Cit. | Active references |
% act. ref. to same field |
---|---|---|---|---|
Second Life: an overview of the potential of 3-D virtual worlds in medical and health education | 2007 | 130 | 2 | 100% |
Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education | 2012 | 39 | 27 | 56% |
A systematic literature review of empirical evidence on computer games and serious games | 2012 | 97 | 38 | 21% |
Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010 | 2012 | 19 | 21 | 76% |
What are the learning affordances of 3-D virtual environments? | 2010 | 87 | 35 | 29% |
A Decade of Research on the Use of Three-Dimensional Virtual Worlds in Health Care: A Systematic Literature Review | 2014 | 2 | 27 | 52% |
Educational virtual environments: A ten-year review of empirical research (1999-2009) | 2011 | 41 | 35 | 34% |
Learning cultural heritage by serious games | 2014 | 2 | 2 | 50% |
A Survey of Health-Related Activities on Second Life | 2009 | 38 | 8 | 63% |
Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature | 2008 | 50 | 2 | 50% |
Address terms |
Rank | Address term | Relevance score (tfidf) |
Class's shr. of term's tot. occurrences |
Shr. of publ. in class containing term |
Num. of publ. in class |
---|---|---|---|---|---|
1 | TECHNOL TEACHING LEARNING | 5 | 63% | 0.5% | 5 |
2 | E UCM GRP | 3 | 100% | 0.3% | 3 |
3 | LANGUAGE HUMANITIES | 3 | 100% | 0.3% | 3 |
4 | ELIOS | 2 | 67% | 0.2% | 2 |
5 | GAMES LEARNING | 2 | 67% | 0.2% | 2 |
6 | LEARNING INNOVAT PL GRP | 2 | 67% | 0.2% | 2 |
7 | SOFTWARE ENGN ARTIFICIAL INTELLIGENCE | 2 | 20% | 0.9% | 10 |
8 | NETWORK LEARNING TECHNOL | 2 | 10% | 1.3% | 14 |
9 | ACCELERATORE IMP A | 1 | 100% | 0.2% | 2 |
10 | ENGN SYST AUTOMAT COMP ARCHITECTURE | 1 | 100% | 0.2% | 2 |
Related classes at same level (level 1) |
Rank | Relatedness score | Related classes |
---|---|---|
1 | 0.0000177053 | GAMES EXPERIMENTAL//BEHLING SIMULAT//EFFECT PRACTICE ORG CARE EPOC GRP |
2 | 0.0000175040 | MOBILE LEARNING//EDUCATIONAL TECHNOLOGY & SOCIETY//UBIQUITOUS LEARNING |
3 | 0.0000145260 | VIDEO GAME TRAINING//ACTION VIDEO GAMES//ACTION VIDEO GAME |
4 | 0.0000112313 | MEDIA VIOLENCE//VIOLENT VIDEO GAMES//VIDEO GAMES |
5 | 0.0000082703 | PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS//FEAR OF FLYING//PL TECHNOL NEUROPSYCHOL |
6 | 0.0000081864 | OPTIMAL EXPERIENCE//FLOW EXPERIENCE//FLOW RESEARCH |
7 | 0.0000080597 | DOMAIN SPECIFIC MARKUP LANGUAGES//OPEN EDUCATIONAL RESOURCES OER//VIRTUALIZED COLLABORATIVE SESSIONS |
8 | 0.0000075427 | ELECTURES//IMMERSIVE TECHNOLOGIES//INTERACTIVE COLLABORATION |
9 | 0.0000074063 | COGNITIVE LOAD THEORY//WORKED EXAMPLES//MULTIMEDIA LEARNING |
10 | 0.0000072278 | INTERNATIONAL JOURNAL OF COMPUTER-SUPPORTED COLLABORATIVE LEARNING//COGNITIVE PRESENCE//COMPUTER SUPPORTED COLLABORATIVE LEARNING |