Publication Date
| In 2026 | 0 |
| Since 2025 | 24 |
| Since 2022 (last 5 years) | 57 |
| Since 2017 (last 10 years) | 75 |
| Since 2007 (last 20 years) | 76 |
Descriptor
| Artificial Intelligence | 76 |
| Game Based Learning | 76 |
| Technology Uses in Education | 24 |
| Foreign Countries | 20 |
| Teaching Methods | 17 |
| Computer Simulation | 16 |
| Technology Integration | 15 |
| Educational Games | 14 |
| Educational Technology | 14 |
| Cooperative Learning | 13 |
| Electronic Learning | 13 |
| More ▼ | |
Source
Author
| Bradford Mott | 3 |
| Ching-Huei Chen | 3 |
| Cindy Hmelo-Silver | 3 |
| James Lester | 3 |
| Jonathan Rowe | 3 |
| Alex Goslen | 2 |
| Andres Felipe Zambrano | 2 |
| Bastiaens, Theo, Ed. | 2 |
| Chu, Samuel Kai Wah | 2 |
| Halim Acosta | 2 |
| Jaclyn Ocumpaugh | 2 |
| More ▼ | |
Publication Type
Education Level
Location
| India | 4 |
| Australia | 3 |
| Brazil | 3 |
| China | 3 |
| Hong Kong | 3 |
| Japan | 3 |
| Nigeria | 3 |
| United States | 3 |
| Austria | 2 |
| Canada | 2 |
| Finland | 2 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Motivated Strategies for… | 2 |
| Trends in International… | 1 |
What Works Clearinghouse Rating
Sofia Strukova; Manuel J. Gomez; Jose A. Ruipérez-Valiente – Journal of Learning Analytics, 2025
Creativity is often characterized by the capacity to generate novel ideas, explore unconventional approaches, and solve problems through intuition, curiosity, and innovative thinking. Assessing this multifaceted skill is both essential and challenging, especially in educational and game-based environments where creativity drives engagement and…
Descriptors: Creativity, Computer Games, Puzzles, Geometry
Elif Ozturk – Journal of Education in Science, Environment and Health, 2025
This study examines the pedagogical, ethical, and political dimensions of artificial intelligence (AI) in early childhood STEM education from a theoretical perspective. As digital technologies become increasingly prevalent in education, AI applications offer significant opportunities in areas such as personalized learning experiences, game-based…
Descriptors: Early Childhood Education, STEM Education, Artificial Intelligence, Game Based Learning
Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
Andres Felipe Zambrano; Nidhi Nasiar; Jaclyn Ocumpaugh; Alex Goslen; Jiayi Zhang; Jonathan Rowe; Jordan Esiason; Jessica Vandenberg; Stephen Hutt – International Educational Data Mining Society, 2024
Research into student affect detection has historically relied on ground truth measures of emotion that utilize one of three sources of data: (1) self-report data, (2) classroom observations, or (3) sensor data that is retrospectively labeled. Although a few studies have compared sensor- and observation-based approaches to student affective…
Descriptors: Psychological Patterns, Measurement Techniques, Observation, Middle School Students
Polyzi, Panagiota; Moussiades, Lefteris – Education and Information Technologies, 2023
This article presents an online application developed to improve vocabulary learning through games, quizzes and interaction with a chatbot. The application was tested experimentally on a sample of twenty proficiency-level students divided into two groups and tested on English vocabulary learning in two stages. In the first stage, the first group…
Descriptors: Artificial Intelligence, Vocabulary Development, Game Based Learning, Electronic Learning
Min Lan; Xiaofeng Zhou – npj Science of Learning, 2025
This systematic review explores the burgeoning intersection of Artificial Intelligence (AI) applications and self-regulated learning (SRL) in higher education. Aiming to synthesize empirical studies, we employed a qualitative approach to scrutinize AI's role in supporting SRL processes. Through a meticulous selection process adhering to PRISMA…
Descriptors: Artificial Intelligence, Technology Uses in Education, Self Management, College Students
Anass Bayaga – International Journal of Technology in Education, 2025
This investigation explored the role of artificial intelligence (AI)-powered gamification on mathematics cognition through a mixed-methods design, blending an intervention with a gamified learning application (app) and a survey to evaluate student engagement and performance. The study explores the nexus of gamification, AI, and mathematics…
Descriptors: Artificial Intelligence, Problem Solving, Game Based Learning, Mathematics Instruction
Halim Acosta; Seung Lee; Daeun Hong; Wookhee Min; Bradford Mott; Cindy Hmelo-Silver; James Lester – International Educational Data Mining Society, 2025
Understanding the relationship between student behaviors and learning outcomes is crucial for designing effective collaborative learning environments. However, collaborative learning analytics poses significant challenges, not only due to the complex interplay between collaborative problem-solving and collaborative dialogue but also due to the…
Descriptors: Learning Analytics, Cooperative Learning, Student Behavior, Prediction
Alex Goslen; Yeo Jin Kim; Jonathan Rowe; James Lester – International Journal of Artificial Intelligence in Education, 2025
The development of large language models offers new possibilities for enhancing adaptive scaffolding of student learning in game-based learning environments. In this work, we present a novel framework for automatic plan generation that utilizes text-based representations of students' actions within a game-based learning environment, Crystal…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Game Based Learning
Halim Acosta; Seung Lee; Haesol Bae; Chen Feng; Jonathan Rowe; Krista Glazewski; Cindy Hmelo-Silver; Bradford Mott; James C. Lester – International Journal of Artificial Intelligence in Education, 2025
Understanding students' multi-party epistemic and topic based-dialogue contributions, or how students present knowledge in group-based chat interactions during collaborative game-based learning, offers valuable insights into group dynamics and learning processes. However, manually annotating these contributions is labor-intensive and challenging.…
Descriptors: Game Based Learning, Artificial Intelligence, Technology Uses in Education, Cooperative Learning
Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
Ching-Huei Chen; Victor Law – Educational Technology Research and Development, 2025
This study explores the roles of students' help-seeking profiles when seeking help from AI chatbots, specifically ChatGPT, in a digital game-based learning environment, "Summon of Magicrystal." The study involved 102 middle school students who played an online game with the provision of ChatGPT and sought help from ChatGPT while solving…
Descriptors: Help Seeking, Game Based Learning, Artificial Intelligence, Computer Software
D. Joel Whalen; Charles Drehmer; Andrew Cavanaugh – Business and Professional Communication Quarterly, 2024
Artificial intelligence assignments lead this article's 11 teaching innovations selected from the "My Favorite Assignments" presented at the 2023 Association for Business Communication's (ABC's) 88th Annual International Conference held in the Mile-High City: Denver, Colorado, USA. Pedagogy presented here also includes ideas to enhance…
Descriptors: Business Communication, Business Education, Artificial Intelligence, Assignments
Stefan E. Huber; Kristian Kiili; Steve Nebel; Richard M. Ryan; Michael Sailer; Manuel Ninaus – Educational Psychology Review, 2024
This perspective piece explores the transformative potential and associated challenges of large language models (LLMs) in education and how those challenges might be addressed utilizing playful and game-based learning. While providing many opportunities, the stochastic elements incorporated in how present LLMs process text, requires domain…
Descriptors: Artificial Intelligence, Language Processing, Models, Play

Peer reviewed
Direct link
