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.
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Acknowledgements
This work has been partly funded by the German Federal Ministry of Education and Research (BMBF) through the projects DigiLab4U (No. 16DHB2113) and AuCity2 (No. 16DHB2131) and by the Austrian Research Promotion Agency (FFG) within the Call “Talente regional 2019” (No. 878696 – “StreamIT!: Streaming als pädagogisches Tool zur Interessenvermittlung & zum Kompetenzerwerb”).
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Baalsrud Hauge, J., Söbke, H., Duin, H., Stefan, I.A., Göbl, B. (2022). Current Opportunities and Challenges of Digital Game-Based Learning. In: Göbl, B., van der Spek, E., Baalsrud Hauge, J., McCall, R. (eds) Entertainment Computing – ICEC 2022. ICEC 2022. Lecture Notes in Computer Science, vol 13477. Springer, Cham. https://doi.org/10.1007/978-3-031-20212-4_38
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