Current Opportunities and Challenges of Digital Game-Based LearningShow others and affiliations
2022 (English)In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Nature , 2022, Vol. 13477 LNCS, p. 443-450Conference paper, Published paper (Refereed)
Abstract [en]
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.
Place, publisher, year, edition, pages
Springer Nature , 2022. Vol. 13477 LNCS, p. 443-450
Keywords [en]
Advantages, Digital games, Disadvantages, Game-based learning, Learning games, Life cycle model, Serious games
National Category
Educational Sciences Computer Sciences
Identifiers
URN: urn:nbn:se:kth:diva-329626DOI: 10.1007/978-3-031-20212-4_38Scopus ID: 2-s2.0-85142667323OAI: oai:DiVA.org:kth-329626DiVA, id: diva2:1772913
Conference
21st IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, Bremen, Germany, 1-3 November 2022
Note
QC 20230622
2023-06-222023-06-222025-02-18Bibliographically approved