@inproceedings{017e92ecbc8b471daac2444be0eb0e98,
title = "Current Opportunities and Challenges of Digital Game-Based Learning",
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.",
keywords = "Advantages, Digital games, Disadvantages, Game-based learning, Learning games, Life cycle model, Serious games",
author = "\{Baalsrud Hauge\}, Jannicke and Heinrich S{\"o}bke and Heiko Duin and Stefan, \{Ioana A.\} and Barbara G{\"o}bl",
note = "Publisher Copyright: {\textcopyright} 2022, IFIP International Federation for Information Processing.",
year = "2022",
doi = "10.1007/978-3-031-20212-4\_38",
language = "English",
isbn = "978-3-031-20211-7",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "443--450",
editor = "Barbara G{\"o}bl and \{van der Spek\}, Erik and \{Baalsrud Hauge\}, Jannicke and \{Baalsrud Hauge\}, Jannicke and Rod McCall",
booktitle = "Entertainment Computing – ICEC 2022 - 21st IFIP TC 14 International Conference, ICEC 2022, Proceedings",
}