The Game-Based Learning (GbL) Platform with Generative AI to Enhance Digital and Technology Literacy Skills
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| Title: | The Game-Based Learning (GbL) Platform with Generative AI to Enhance Digital and Technology Literacy Skills |
|---|---|
| Language: | English |
| Authors: | Suthada Muengsan, Pinanta Chatwattana |
| Source: | Higher Education Studies. 2024 14(1):46-53. |
| Availability: | Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes |
| Peer Reviewed: | Y |
| Page Count: | 8 |
| Publication Date: | 2024 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Artificial Intelligence, Game Based Learning, Digital Literacy, Technological Literacy, Research Tools, Skill Development, Learner Engagement, Student Interests, Expertise, Information Management, Computer Software Evaluation, Technology Uses in Education |
| ISSN: | 1925-4741 1925-475X |
| Abstract: | The GbL platform, or game-based learning platform, with generative AI is a research tool initiated from the combination of game-based learning concepts and generative artificial intelligence technology; thereby, this platform is intended to be used as a guideline for the instruction management, in which learners can respond and interact with the real-time activities by means of gamification. The objectives of this research are (1) to study and synthesize the conceptual framework of the GbL platform with generative AI to enhance digital and technology literacy skills, (2) to develop the architecture of the GbL platform with generative AI to enhance digital and technology literacy skills, and (3) to study the results of the development of the GbL platform with generative AI to enhance digital and technology literacy skills. The results of this research show that (1) the overall elements suitability of the architecture of the GbL platform with generative AI is at the highest level (Mean = 4.51, SD = 0.48), and (2) the overall suitability of the architecture of the GbL platform with generative AI is at the highest level (Mean = 4.59, SD = 0.41). Nevertheless, there are still some research gaps in this study; that is, this study was conducted with quite a small sample group and it focuses mainly on the results of evaluation on the architecture of the GbL platform. Therefore, this research is regarded merely as a pilot study designated for feasibility study to further develop the GbL platform that can be put in practical use in the future. |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Accession Number: | EJ1416726 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1416726 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1416726 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: The Game-Based Learning (GbL) Platform with Generative AI to Enhance Digital and Technology Literacy Skills – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Suthada+Muengsan%22">Suthada Muengsan</searchLink><br /><searchLink fieldCode="AR" term="%22Pinanta+Chatwattana%22">Pinanta Chatwattana</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Higher+Education+Studies%22"><i>Higher Education Studies</i></searchLink>. 2024 14(1):46-53. – Name: Avail Label: Availability Group: Avail Data: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 8 – Name: DatePubCY Label: Publication Date Group: Date Data: 2024 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Artificial+Intelligence%22">Artificial Intelligence</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+Literacy%22">Digital Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Technological+Literacy%22">Technological Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Research+Tools%22">Research Tools</searchLink><br /><searchLink fieldCode="DE" term="%22Skill+Development%22">Skill Development</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Interests%22">Student Interests</searchLink><br /><searchLink fieldCode="DE" term="%22Expertise%22">Expertise</searchLink><br /><searchLink fieldCode="DE" term="%22Information+Management%22">Information Management</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software+Evaluation%22">Computer Software Evaluation</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1925-4741<br />1925-475X – Name: Abstract Label: Abstract Group: Ab Data: The GbL platform, or game-based learning platform, with generative AI is a research tool initiated from the combination of game-based learning concepts and generative artificial intelligence technology; thereby, this platform is intended to be used as a guideline for the instruction management, in which learners can respond and interact with the real-time activities by means of gamification. The objectives of this research are (1) to study and synthesize the conceptual framework of the GbL platform with generative AI to enhance digital and technology literacy skills, (2) to develop the architecture of the GbL platform with generative AI to enhance digital and technology literacy skills, and (3) to study the results of the development of the GbL platform with generative AI to enhance digital and technology literacy skills. The results of this research show that (1) the overall elements suitability of the architecture of the GbL platform with generative AI is at the highest level (Mean = 4.51, SD = 0.48), and (2) the overall suitability of the architecture of the GbL platform with generative AI is at the highest level (Mean = 4.59, SD = 0.41). Nevertheless, there are still some research gaps in this study; that is, this study was conducted with quite a small sample group and it focuses mainly on the results of evaluation on the architecture of the GbL platform. Therefore, this research is regarded merely as a pilot study designated for feasibility study to further develop the GbL platform that can be put in practical use in the future. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: EJ1416726 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 8 StartPage: 46 Subjects: – SubjectFull: Artificial Intelligence Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Digital Literacy Type: general – SubjectFull: Technological Literacy Type: general – SubjectFull: Research Tools Type: general – SubjectFull: Skill Development Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Student Interests Type: general – SubjectFull: Expertise Type: general – SubjectFull: Information Management Type: general – SubjectFull: Computer Software Evaluation Type: general – SubjectFull: Technology Uses in Education Type: general Titles: – TitleFull: The Game-Based Learning (GbL) Platform with Generative AI to Enhance Digital and Technology Literacy Skills Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Suthada Muengsan – PersonEntity: Name: NameFull: Pinanta Chatwattana IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2024 Identifiers: – Type: issn-print Value: 1925-4741 – Type: issn-electronic Value: 1925-475X Numbering: – Type: volume Value: 14 – Type: issue Value: 1 Titles: – TitleFull: Higher Education Studies Type: main |
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