EXPLORING ANALOG GAME LEARNING FOR CANCER LITERACY: A BIBLIOMETRIC PERSPECTIVE
DOI:
https://doi.org/10.55197/qjssh.v7si4.1575Keywords:
analog game learning, game-based learning, board games, cancer literacy, bibliometricAbstract
Cancer remains one of the leading causes of death worldwide, particularly in the top five cancers: lung, breast, cervix, liver, and prostate. Limited cancer literacy contributes to delays in prevention, detection, and effective self-management. To address this challenge, analog game-based learning has emerged as an innovative approach to improve engagement and understanding. This study employs a bibliometric analysis to examine research trends, productive countries, institutions, authors, and the most prominent thematic domains in this field. A total of 1,823 articles were initially retrieved from the Scopus database, with 1,741 included after screening. Metrics were gathered in the database, and VOSviewer was used to map thematic clusters. Results reveal a steady rise in publications since the early 2000s, with the United States, United Kingdom, and Canada leading scholarly output. Institutional contributions were globally dispersed, reflecting strong collaboration across regions. Thematic mapping identified four domains with one emerging as the dominant theme. Findings highlight the widespread acceptance of board and card games means the increasing interest in AGL to enhance cancer literacy, participation, and collaboration, with consistently positive feedback from learners.
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