TY - JOUR
T1 - Automating board-game based learning. A comprehensive study to assess reliability and accuracy of AI in game evaluation
AU - Tinterri, Andrea
AU - Pelizzari, Federica
AU - di Padova, Marilena
AU - Palladino, Francesco
AU - Vignoli, Giordano
AU - Dipace, Anna
PY - 2024
Y1 - 2024
N2 - Game-Based Learning (GBL) and its subset, Board Game-Based Learning (bGBL), are dynamic pedagogical approaches leveraging the immersive power of games to enrich the learning experience. bGBL is distinguished by its tactile and social dimensions, fostering interactive exploration, collaboration, and strategic thinking; however, its adoption is limited due to lack of preparation by teachers and educators and of pedagogical and instructional frameworks in scientific literature. Artificial intelligence (AI) tools have the potential to automate or assist instructional design, but carry significant open questions, including bias, lack of context sensitivity, privacy issues, and limited evidence. This study investigates ChatGPT as a tool for selecting board games for educational purposes, testing its reliability, accuracy, and context-sensitivity through comparison with human experts evaluation. Results show high internal consistency, whereas correlation analyses reveal moderate to high agreement with expert ratings. Contextual factors are shown to influence rankings, emphasizing the need to better understand both bGBL expert decision-making processes and AI limitations. This research provides a novel approach to bGBL, provides empirical evidence of the benefits of integrating AI into instructional design, and highlights current challenges and limitations in both AI and bGBL theory, paving the way for more effective and personalized educational experiences.
AB - Game-Based Learning (GBL) and its subset, Board Game-Based Learning (bGBL), are dynamic pedagogical approaches leveraging the immersive power of games to enrich the learning experience. bGBL is distinguished by its tactile and social dimensions, fostering interactive exploration, collaboration, and strategic thinking; however, its adoption is limited due to lack of preparation by teachers and educators and of pedagogical and instructional frameworks in scientific literature. Artificial intelligence (AI) tools have the potential to automate or assist instructional design, but carry significant open questions, including bias, lack of context sensitivity, privacy issues, and limited evidence. This study investigates ChatGPT as a tool for selecting board games for educational purposes, testing its reliability, accuracy, and context-sensitivity through comparison with human experts evaluation. Results show high internal consistency, whereas correlation analyses reveal moderate to high agreement with expert ratings. Contextual factors are shown to influence rankings, emphasizing the need to better understand both bGBL expert decision-making processes and AI limitations. This research provides a novel approach to bGBL, provides empirical evidence of the benefits of integrating AI into instructional design, and highlights current challenges and limitations in both AI and bGBL theory, paving the way for more effective and personalized educational experiences.
KW - Board game-based learning
KW - artificial intelligence in education
KW - educational game design
KW - pedagogical frameworks
KW - Board game-based learning
KW - artificial intelligence in education
KW - educational game design
KW - pedagogical frameworks
UR - https://publicatt.unicatt.it/handle/10807/309262
UR - https://www.scopus.com/inward/citedby.uri?partnerID=HzOxMe3b&scp=85200944245&origin=inward
UR - https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85200944245&origin=inward
U2 - 10.3233/ia-240030
DO - 10.3233/ia-240030
M3 - Article
SN - 1724-8035
VL - 18
SP - 103
EP - 119
JO - Intelligenza Artificiale
JF - Intelligenza Artificiale
IS - 1
ER -