Gamification and Artificial Intelligence in the Educational Context: Analysis of Scientific Literature

Torres-Toukoumidis, Angel; Fernandez Jimenez, Maria Mercedes; Merchan-Romero, Julio; Vega-Ramírez, Javier Feliciano Arnaldo ; Bellotti, F; Bucchiarone, A; DeRosa, F; Ninaus, M; Wang, A; Wanick, V; Dondio, P; Schonbohm, A

Abstract

Gamification and artificial intelligence have gained an important role in education, so much so that they have been considered to improve learning and skills development. Hence, the aim is to analyze the conceptual patterns between gamification and artificial intelligence in education, by reviewing 41 scientific articles from the databases Web of Science and Scopus that combine both terminologies to examine the level of education, role in the educational process, artificial intelligence technology used, elements of games and contributions to education. The results show their connection is mostly observed in higher education and in secondary education for the learning process of students, while the use of artificial intelligence is mostly used in the processing of computerized vision, natural language and use of algorithms through assisted digital platforms. In turn, the main elements incorporated in these experiences are points, levels and competence, giving added value in the teaching process. Finally, the significant contributions are directed towards the teaching of new skills and to the optimization of performance. While there are positive effects on the use of artificial intelligence and gamification as adaptive tools that allow optimizing feedback and help students achieve their objectives, there is still a need to explore this connection at other educational levels, in other roles and with other artificial intelligence and playful technologies, making it possible to expand the implementation in this context. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

Más información

Título según WOS: Gamification and Artificial Intelligence in the Educational Context: Analysis of Scientific Literature
Título según SCOPUS: Gamification and Artificial Intelligence in the Educational Context: Analysis of Scientific Literature
Título de la Revista: Lecture Notes in Computer Science
Editorial: Springer Science and Business Media Deutschland GmbH
Fecha de publicación: 2025
Página de inicio: 349
Página final: 354
Idioma: English
DOI:

10.1007/978-3-031-78269-5_34

Notas: ISI, SCOPUS