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Gamification and Artificial Intelligence in the Educational Context: Analysis of Scientific Literature

  • Angel Torres-Toukoumidis
  • , María Mercedes Fernández Jiménez
  • , Julio Merchán-Romero
  • , Javier Feliciano Arnaldo Vega-Ramírez

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Gamification and artificial intelligence have gained an important role in education, so much so that they have been considered to improve learning and skills development. Hence, the aim is to analyze the conceptual patterns between gamification and artificial intelligence in education, by reviewing 41 scientific articles from the databases Web of Science and Scopus that combine both terminologies to examine the level of education, role in the educational process, artificial intelligence technology used, elements of games and contributions to education. The results show their connection is mostly observed in higher education and in secondary education for the learning process of students, while the use of artificial intelligence is mostly used in the processing of computerized vision, natural language and use of algorithms through assisted digital platforms. In turn, the main elements incorporated in these experiences are points, levels and competence, giving added value in the teaching process. Finally, the significant contributions are directed towards the teaching of new skills and to the optimization of performance. While there are positive effects on the use of artificial intelligence and gamification as adaptive tools that allow optimizing feedback and help students achieve their objectives, there is still a need to explore this connection at other educational levels, in other roles and with other artificial intelligence and playful technologies, making it possible to expand the implementation in this context.

Original languageEnglish
Title of host publicationGames and Learning Alliance - 13th International Conference, GALA 2024, Proceedings
EditorsAvo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio
PublisherSpringer Science and Business Media Deutschland GmbH
Pages349-354
Number of pages6
ISBN (Print)9783031782688
DOIs
StatePublished - 2025
Event13th International Conference on Games and Learning Alliance, GALA 2024 - Berlin, Germany
Duration: 20 Nov 202422 Nov 2024

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume15348 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference13th International Conference on Games and Learning Alliance, GALA 2024
Country/TerritoryGermany
CityBerlin
Period20/11/2422/11/24

Bibliographical note

Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

Keywords

  • Artificial intelligence
  • education
  • gamification
  • learning
  • natural language

CACES Knowledge Areas

  • 413A Social and Cultural Studies
  • 123A Journalism and Communication

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