Current Opportunities and Challenges of Digital Game-Based Learning

被引:2
作者
Hauge, Jannicke Baalsrud [1 ,2 ]
Soebke, Heinrich [3 ]
Duin, Heiko [1 ]
Stefan, Ioana Andreea [4 ]
Goebl, Barbara [5 ,6 ]
机构
[1] BIBA Bremer Inst Prod & Logist GmbH, Hochschulring 20, D-28359 Bremen, Germany
[2] Royal Inst Technol, Kvarnbergagatan 12, Sodertalje, Sweden
[3] Bauhaus Univ Weimar, Bauhaus Inst Infrastruct Solut Bis, Goethepl 7-8, D-99423 Weimar, Germany
[4] Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania
[5] Univ Vienna, Ctr Teacher Educ, Porzellangasse 4, A-1090 Vienna, Austria
[6] Univ Vienna, Fac Comp Sci, Wahringer Str 29, A-1090 Vienna, Austria
来源
ENTERTAINMENT COMPUTING, ICEC 2022 | 2022年 / 13477卷
关键词
Digital games; Game-based learning; Advantages; Disadvantages; Learning games; Life cycle model; Serious games; EMPIRICAL-EVIDENCE; COMPUTER GAMES;
D O I
10.1007/978-3-031-20212-4_38
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
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.
引用
收藏
页码:443 / 450
页数:8
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