Issue |
ITM Web Conf.
Volume 68, 2024
2024 First International Conference on Artificial Intelligence: An Emerging Technology in Management (ICAETM 2024)
|
|
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Article Number | 01023 | |
Number of page(s) | 7 | |
Section | Engineering Technology & Management | |
DOI | https://doi.org/10.1051/itmconf/20246801023 | |
Published online | 12 December 2024 |
Gamification empowered with AI tools to enhance student learning engagement and involvement for personalized effective learning experiences
1 Information Technology, Prin. L. N. Welingkar Institute of Management Development & Research, Mumbai, India
2 Emerging Technology, Prin. L. N. Welingkar Institute of Management Development & Research, Mumbai, India
* Corresponding author: bhisaji.surve@welingkar.org
A prevalent mindset in modern society that can transcend the educational process should be “Game Thinking”; because there is a strong connection between game-like environments andworkplace settings. The application of game-inspired thinking in non-gaming contexts, particularly through technological tools, is referred to as “Gamification.”
Technology-savvy Millennials, the current dominant workforce, represent the future of business leadership. Therefore, gamification is highly effective in engaging this generation in meaningful ways. The intersection of the Gamification of education and AI presents numerous opportunities for enhancing learning experiences. Continuous research in these areas can lead to innovative solutions that empower students enabling them to achieve their educational goals more effectively as a benefit. Secondly, gamified outcome-based educational approaches can produce industry-ready skilled manpower.
AI tools based on Large Language Models (LLM) enhance their capabilities in multimodal means to handle not only text but audio-video-graphics too; hence these tools can bring new excitement to education paedology. The first part of the paper provides a psychological framework for gamification, while the second segment explores how to develop and constructa technological framework to implement AI-based gamification.
Key words: Large Language Models (LLM) / AI Agent / Gamification / OpenAI
© The Authors, published by EDP Sciences, 2024
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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