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Current Opportunities and Challenges of Digital Game-Based Learning

  • Jannicke Baalsrud Hauge
  • , Heinrich Söbke
  • , Heiko Duin
  • , Ioana A. Stefan
  • , Barbara Göbl

Publications: Contribution to bookContribution to proceedingsPeer Reviewed

Abstract

Digital game-based learning (DGBL) has been discussed for over 50 years. Despite countless studies over several decades, DGBL is still the exception rather than the standard in most educational contexts. A workshop at the 21st International Conference on Entertainment Computing 2022 (IFIP ICEC) in Bremen, Germany, prepares an overview of the current state of DGBL. This article provides a systematic overview of the fundamental concepts of DGBL. For this purpose, a life cycle model for learning games is proposed for structuring the overview. At each phase of the life cycle model, opportunities and challenges are identified and discussed through a literature review. Overall, the result is an overview serving as a framework for the workshop and as an orientation for the design, development, and deployment of learning games.

Original languageEnglish
Title of host publicationEntertainment Computing – ICEC 2022 - 21st IFIP TC 14 International Conference, ICEC 2022, Proceedings
EditorsBarbara Göbl, Erik van der Spek, Jannicke Baalsrud Hauge, Jannicke Baalsrud Hauge, Rod McCall
PublisherSpringer
Pages443-450
Number of pages8
ISBN (Electronic)978-3-031-20212-4
ISBN (Print)978-3-031-20211-7
DOIs
Publication statusPublished - 2022

Publication series

SeriesLecture Notes in Computer Science
ISSN0302-9743

Austrian Fields of Science 2012

  • 102022 Software development
  • 102029 Practical computer science

Keywords

  • Advantages
  • Digital games
  • Disadvantages
  • Game-based learning
  • Learning games
  • Life cycle model
  • Serious games

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