kth.sePublications KTH
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Current Opportunities and Challenges of Digital Game-Based Learning
KTH, School of Industrial Engineering and Management (ITM). BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, 28359, Bremen, Germany, Hochschulring 20.ORCID iD: 0000-0002-3747-0845
Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is), Goetheplatz 7/8, 99423, Weimar, Germany, Goetheplatz 7/8.
BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, 28359, Bremen, Germany, Hochschulring 20.
Advanced Technology Systems, Str. Tineretului Nr 1., 130029, Targoviste, Romania, Str. Tineretului Nr 1..
Show 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

Available from: 2023-06-22 Created: 2023-06-22 Last updated: 2025-02-18Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Baalsrud Hauge, Jannicke

Search in DiVA

By author/editor
Baalsrud Hauge, Jannicke
By organisation
School of Industrial Engineering and Management (ITM)
Educational SciencesComputer Sciences

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 130 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf