An Exploratory Case Study of the Implications of the Implications of Artificial Intelligence and Gamification as a Tool in the Classroom

Abstract

This exploratory case study examines the implications of artificial intelligence and gamification used as tools in the classroom. This is an empirical study of how effectively both artificial intelligence and gamification together can be utilized as an innovative educational tool in the classroom. This is studied from the online and traditional classroom approaches. At this time, artificial intelligence demonstrated it can be utilized as a tool to assist students in researching and working through complex topics in computer science and engineering in traditional and online classrooms. The students utilize artificial intelligence through researching topics and assignments from these classes to improve their understanding of the material. The online and traditional classroom data were compared and contrasted to determine the effectiveness of gamification and artificial intelligence in the classroom by incorporating evidence from tests, assignments, and in-class gamification contests. This study demonstrates that students learn and retain more material on computer science topics when utilizing artificial intelligence and gamification combines as an educational tool in the classroom. It argues for the use of gamification used with artificial intelligence as a means to increase understanding of complex and advanced applications by incorporating best practices and training in artificial intelligence prior to use.

Presenters

Anastasia Tracy Biggs
Lead Faculty, Computer Science and Information Technology, Colorado Technical University, United States

Dana Betts
Engineering Instructor, School of Engineering Technology (Mechanical), New Brunswick Community College, New Brunswick, Canada

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

2026 Special Focus—Bridging Boundaries: Collaborative Solutions to Complex Social Issues

KEYWORDS

Artificial Intelligence, Adult Learners, Gamification, Learning Technologies, Educational Tools