The use of AI to adjust the difficulty level and keep students engaged in learning through games

  • Sandra Behenck Schwanck Federal University of Santa Catarina
  • Luciane Woichinevski Cipriano Federal University of Santa Catarina
  • Eliane Pozzebon Federal University of Santa Catarina https://orcid.org/0000-0002-4237-6589
  • Simone Meister Sommer Bilessimo Federal University of Santa Catarina

Abstract


With the advancement of Information Technology, many tools are being developed, especially in the field of education. Artificial Intelligence (AI) is one of them. This study aims to analyze the contributions of using games powered by AI, as a tool to personalize and engage learning, in Elementary and High School education, through a Systematic Literature Review. Studies have shown that there is a significant improvement in student learning and engagement with the use of AI in games. The cost of designing a game with AI and the prejudice regarding the use of games in the school environment are challenges to be faced.

Keywords: Education, Artificial Intelligence, Games, Engagement

References

Alam, A. (2021). “Should robots replace teachers? Mobilization of AI and learning analytics in education.” In: 2021 International Conference on Advances in Computing, Communication, and Control (ICAC3). IEEE. p. 1-12.

Arnold, O. and Jantke, K. P. (2021). “AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach.” In: CSEDU (1). p. 124-132.

Assis, G. A.; Ficheman, I.; Corrêa, A. G. D.; Netto, M. L.; Lopes, R. de D. (2006) “EducaTrans: um Jogo Educativo para o Aprendizado do Trânsito.” Revista Novas Tecnologias na Educação, Porto Alegre, v. 4, n. 2. DOI: 10.22456/1679-1916.14278.

Bandara, W.; Furtmueller E.; Gorbacheva, E.; Miskon, S.; Beekhuyzen, J.; (2015) “Achieving rigor in literature reviews: Insights from qualitative data analysis and toolsupport.” Communications of the Association for Information systems, v. 37, n. 1, p. 8.

Cayabyab, G. T.; Mendoza, P. J. C.; Mauricio, K. M. S.; Salo, A. I. F.; Santiago, N. D.; Kurt Russel D. Delos Reyes, K. R. D.D. (2023). “A 3D Board Game Using a Randomized Algorithm and AI to Improve English Vocabulary Retention and Fluency.” In: IEEE 13th International Conference on System Engineering and Technology (ICSET). IEEE. p. 279-283.

Chen, CH. and Chang, CL. (2024). “Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior.” Educ Inf Technol.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

Dyulicheva, Y. Y. and Glazieva, A. O. (2022). “Game based learning with artificial intelligence and immersive technologies: an overview.” In: CEUR workshop proceedings. p. 146-159.

Ferro, L.S.; Sapio, A. T. F.; Temperini, M. and Mecella, M. (2021). "Gea2: A Serious Game for Technology-Enhanced Learning in STEM," in IEEE Transactions on Learning Technologies, vol. 14, no. 6, p. 723-739, 1 Dec. DOI: 10.1109/TLT.2022.3143519.

Haryanto, H.; Rosyidah. U. and Kardianawati, A. (2019) "Immersive Activities in Educational Role-Playing Game Based on Appreciative Learning and Artificial Intelligence," Fourth International Conference on Informatics and Computing (ICIC), Semarang, Indonesia, pp. 1-6, DOI: 10.1109/ICIC47613.2019.8985935.

Hernádez-Romero, D. L.; Tzitzihua E. G.; Arguijo, P.; Meléndez-Armenta, R. A. (2023) Gamification with Natural Language Processing for Educational Videogame Modeling. In: IEEE International Conference on Engineering Veracruz (ICEV). IEEE, 2023. p. 1-6.

Ince, M. (2021). “BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation.” Neural Computing and Applications, v. 33, n. 15, p. 9761-9773. DOI: 10.1007/s00521-021-06180-7.

Klock, A. C. T. (2018). “Mapeamentos e revisões sistemáticas da literatura: um guia teórico e prático.” Cadernos de Informática, v. 10, n. 1, p. 01-09.

Kapp, K. M. (2012). “A gamificação da aprendizagem e do ensino: métodos e estratégias baseadas em jogos para treinamento e educação.” John Wiley & Sons. P.1 a 85.

Kyungjin, P.; Mott, B.; Lee, S.; Gupta, A.; Jantaraweragul, K.; Glazewski, K.; Scribner, J. A.; Ottenbreit-Leftwich, A.; Hmelo-Silver, C. E.; Lester, J. (2022). “Investigating a visual interface for elementary students to formulate AI planning tasks.” Journal of Computer Languages, Volume 73, 101157, ISSN 2590-1184,

Ma, J.; Zhan, G. Y; Wang, K.; Liu, J. (2022). “The Development of Students' Computational Thinking Practices in AI Course Using the Game-Based Learning: A Case Study.” In: 2022 International Symposium on Educational Technology (ISET). IEEE. p. 273-277.

Marcandali, S. (2020) "Gamificação em aplicativos para educação: estratégias para o processo educativo. Trabalho de Conclusão (Mestrado em Mídia e Tecnologia) FAAC - UNESP, sob a orientação da Profª Drª Vânia Cristina Pires Nogueira Valente, Bauru.

Pinto, J. & Cardoso, T. M. L. (2019). “Aprendizagem baseada em jogos, um caminho da gamificação na era da inteligência artificial?” In Atas da XI Conferência Internacional de Tecnologias de Informação e Comunicação na Educação–Challenges (pp. 713721). Universidade do Minho. Centro de Competência.

Ribeiro. D. Dicionário online de Português. 2009-2024, 7Graus. disponível em 11/05/2024. [link]

Rodrigues, D.C.; Siqueira, V. S.; Costa, R. M.; Barbosa, R. M. (2022). “Artificial Intelligence applied to smart interfaces for children’s educational games.” Displays. Volume 74, 102217, ISSN 0141-9382.

Russell, S. e Norvig, P. (2013). “Inteligência Artificial.” Tradução da terceira edição. Elsevier Editora.

Santos, W. A. C; e Mercado, L. P. L. (2022). “Desenvolvimento da Sala de Aula Invertida nos Anos Finais do Ensino Fundamental.” INTERFACES DA EDUCAÇÃO, 13(38).

Terzieva, V; Paunova-Hubenova, E.; Bontchev, B. (2020) “Personalization of educational video games in APOGEE.” In: Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings 8. Springer International Publishing. p. 477-487.

Wagan, A.A.; Khan, A.A.; Chen, Y.-L.; Yee, P.L.; Yang, J. and Laghari, A.A. (2023) “Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework” (B-AIQoE). Sustainability, 15, 5362.

Yim, IHY and Su, J. (2024). “Ferramentas de aprendizagem de inteligência artificial (IA) na educação básica: uma revisão de escopo.” J. Computação. Educ.

Yunanto, A. A.; Herumurti, D.; Rochimah, S. and Kuswardaya, I. “English education game using non-player character based on natural language processing.” Procedia Computer Science, v. 161, p. 502-508, 2019.

Zhan, Z.; Tong, Y.; Lan, X. and Zhong, B. (2022) A systematic literature review of game-based learning in Artificial Intelligence education. Interactive learning environments, p. 1-22. DOI: 10.1080/10494820.2022.2115077.
Published
2024-11-04
SCHWANCK, Sandra Behenck; CIPRIANO, Luciane Woichinevski; POZZEBON, Eliane; BILESSIMO, Simone Meister Sommer. The use of AI to adjust the difficulty level and keep students engaged in learning through games. In: BRAZILIAN SYMPOSIUM ON COMPUTERS IN EDUCATION (SBIE), 35. , 2024, Rio de Janeiro/RJ. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 616-627. DOI: https://doi.org/10.5753/sbie.2024.241904.