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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

Producción científica: Capítulo del libro/informe/acta de congresoContribución de conferenciarevisión exhaustiva

Resumen

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.

Idioma originalInglés
Título de la publicación alojadaGames and Learning Alliance - 13th International Conference, GALA 2024, Proceedings
EditoresAvo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio
EditorialSpringer Science and Business Media Deutschland GmbH
Páginas349-354
Número de páginas6
ISBN (versión impresa)9783031782688
DOI
EstadoPublicada - 2025
Evento13th International Conference on Games and Learning Alliance, GALA 2024 - Berlin, Alemania
Duración: 20 nov. 202422 nov. 2024

Serie de la publicación

NombreLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volumen15348 LNCS
ISSN (versión impresa)0302-9743
ISSN (versión digital)1611-3349

Conferencia

Conferencia13th International Conference on Games and Learning Alliance, GALA 2024
País/TerritorioAlemania
CiudadBerlin
Período20/11/2422/11/24

Nota bibliográfica

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

Areas de Conocimiento del CACES

  • 413A Estudios Sociales y Culturales
  • 123A Periodismo y comunicación

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