Affordances for AI-Enhanced Digital Game-Based Learning

Margarida Romero, Petros Lameras, Sylvester Arnab

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

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Abstract

This chapter investigates the dynamic synergy between pedagogy, social dynamics, and technological developments in Digital Game-Based Learning (DGBL), which is enhanced by artificial intelligence (AI). The chapter navigates through educational modifications, learner profiling challenges, social enhancements, and technical considerations, emphasising AI's revolutionary influence. The topic expands on the critical interaction between learning analytics and machine learning, demonstrating AI's promise for personalised and adaptable DGBL experiences. The practical ramifications of real-time feedback in AI-driven DGBL are discussed, with the goal of providing timely instruction and encouraging positive behaviours. Finally, the chapter sheds light on the collaborative evolution of AI-enhanced education, providing useful insights for educators, instructional designers, and developers in creating optimised digital learning environments.
Original languageEnglish
Title of host publicationCreative Applications of Artificial Intelligence in Education
EditorsAlex Urmeneta, Margarida Romero
PublisherPalgrave Macmillan
Chapter9
Pages117-128
Number of pages12
Edition1
ISBN (Electronic)978-3-031-55272-4
ISBN (Print)978-3-031-55271-7, 978-3-031-55274-8
DOIs
Publication statusPublished - 19 May 2024

Publication series

NamePalgrave Studies in Creativity and Culture
PublisherSpringer Link
ISSN (Print)2755-4503
ISSN (Electronic)2755-4511

Bibliographical note

This chapter is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

The images or other third party material in this chapter are included in the chapter's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.

Keywords

  • Artificial intelligence (AI)
  • Games
  • Game-Based Learning
  • learning analytics
  • AIED tools and applications
  • Affordances
  • Feedback
  • Learner modelling

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