What is it about?

This study presents GamifIcA Edu, an AI-based assistant designed to help teachers create gamified educational activities without requiring advanced knowledge of AI or programming. The tool automates the generation of educational games, escape rooms, and interactive strategies, making their implementation in the classroom easier. To validate its effectiveness, it was tested in five different educational scenarios, assessing its alignment with pedagogical objectives, the coherence of its responses, and its ability to adapt to various subjects. The results indicate that GamifIcA Edu simplifies the integration of gamification into the classroom and reduces teachers’ workload.

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Why is it important?

The use of artificial intelligence in education is growing, but many teachers lack training in this area. GamifIcA Edu allows any teacher, without advanced technical knowledge, to apply gamification in their teaching in a simple and effective way. Findings show that the tool can enhance student motivation and participation, providing more dynamic and interactive learning experiences. Additionally, by reducing the time needed to plan activities, it allows teachers to focus more on teaching and student engagement. As education moves toward more personalized and digital models, tools like GamifIcA Edu could play a key role in transforming learning, ensuring equitable access to innovative methodologies across different educational contexts.

Perspectives

The research suggests that AI assistants like GamifIcA Edu can democratize access to innovative methodologies in higher education and teacher training. As artificial intelligence evolves, these systems could incorporate adaptive learning, educational data analysis, and personalization based on each student’s needs. Furthermore, future improvements could include integration with learning management systems (LMS) such as Moodle or Google Classroom, as well as the potential for AI to evaluate the effectiveness of generated activities in real-time.

Prof. Dr. Oriol Borrás-Gené
Universidad Rey Juan Carlos

This work focuses on how artificial intelligence (AI) can help teachers make classes more fun and engaging. It explores how AI can facilitate gamification (the use of game elements in non-game contexts) and the creation of serious games (games designed for educational purposes) in the classroom. The study addresses several key points: - Democratization of knowledge: UNESCO highlights that AI has the potential to make knowledge more accessible and personalize learning experiences. - Overcoming technical barriers: 'GamifIcA Edu', an AI assistant designed to help teachers use gamification and serious games without needing to be experts in AI programming, was tested. Proficiency in prompt engineering presents a significant barrier to achieving optimal outcomes. - Digital competencies: It is recognized that teachers need specific digital skills to use AI effectively in education. Many educators lack the digital literacy and understanding needed to effectively use AI tools, particularly in formulating effective prompts. - Active learning methodologies: The use of active teaching methods, such as project-based learning and collaborative learning, is supported, and gamification and serious games are highlighted as key strategies. - Tool for educators: AI is a useful tool for teachers in course design, offering support and innovative ideas. AI models offer valuable support, whether it's an experienced educator seeking support and innovative ideas or a novice looking to implement new strategies in instructional design. - Reducing the need for advanced skills: Pre-designed AI assistants make it easier for teachers with less technical experience to improve their teaching. Educators with limited technical expertise can readily utilize these tools to enhance their productivity and teaching effectiveness. 'GamifIcA Edu' as a tutor: The main objective is for this AI assistant to serve as a tutor for teachers to design gamified learning activities. The main objective is to provide educators with a user-friendly tool that empowers them to leverage the benefits of AI without requiring expertise in prompt engineering, gamification, or serious game design. - Evaluation of the effectiveness of the AI assistant: The effectiveness of the AI assistant was evaluated through an assessment system that analyzed how the assistant responded in different teaching situations. An evaluation rubric serves as the primary evaluation instrument. - Alignment with educational objectives: The AI assistant ensures that the designed activities are in line with educational objectives, generating accurate and relevant responses. A well-aligned assistant generates accurate, relevant, and contextually appropriate responses while minimizing biases, errors, and undesirable behaviors. - Consistent and coherent approach: The AI assistant maintains a coherent approach when generating gamified learning activities, balancing consistency with flexibility. Coherence in text-generative models is fundamental for maintaining a logical flow through individual responses and extended interactions. In summary, this research seeks to make AI more accessible to educators, allowing them to integrate games and gamification into their classes without needing to be technology experts. By validating 'GamifIcA Edu', the potential of AI to transform education and improve student learning is shown.

ANTONIO JULIO LÓPEZ GALISTEO
Universidad Rey Juan Carlos

Read the Original

This page is a summary of: The Creation and Evaluation of an AI Assistant (GPT) for Educational Experience Design, Information, February 2025, MDPI AG,
DOI: 10.3390/info16020117.
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