The Future of Education

Edition 15

Accepted Abstracts

Exploring the Impact of Gen-AI-Enabled Gamification on Student Motivation, Engagement, and Learning Outcomes

Qiang Fu, Institute of Technical Education (Singapore)

Chuan-Peng Low, Institute of Technical Education (Singapore)

Karen Loh, Institute of Technical Education (Singapore)

Abstract

This study examines the impact of a Gen-AI-enabled gamification approach on student motivation, engagement, and learning outcomes in both theoretical and practical skills learning within Technical and Vocational Education and Training (TVET). Grounded in Self-Determination Theory (SDT), a four-month quasi-experimental study was conducted at the Institute of Technical Education (ITE), Singapore, involving 221 students. The study employed two parallel experimentations: one on business communication theory learning and another on practical life skills acquisition, with students divided into experimental and control groups. Findings reveal that students exposed to the Gen-AI-enabled gamified approach demonstrated significantly higher motivation and engagement in both theoretical and practical contexts. From a learning outcomes perspective, the experimental group outperformed the control group, achieving an 18.7% higher average score in practical skills tests (71.2 ± 18.7 vs. 60 ± 20, p < 0.01) and a 44.2% higher score in theoretical modules (62 ± 12 vs. 43 ± 11, p < 0.01). Critical analysis of the results highlights that AI-driven personalized learning and gamified incentives effectively sustain intrinsic motivation and adaptive engagement, particularly in repetitive tasks. While social gamification elements enhanced collaborative learning in both theoretical and practical contexts, their impact on relatedness was less pronounced, indicating opportunities for further refinement. Additionally, no significant differences were found across genders or learning styles, suggesting that the intervention benefits diverse learners equally. These findings underscore the potential of AI-powered gamification to enhance both conceptual understanding and hands-on skill acquisition, providing a scalable and adaptable pedagogical model for TVET education.

Keywords

Generative-AI, Gamification, Student Motivation and Engagement, Learning Outcome

 

REFERENCES

[1] Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media. https://doi.org/10.1007/978-1-4899-2271-7

[2]De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pages, C. (2017). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91. https://doi.org/10.1016/j.compedu.2014.01.012

[3]Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification." In Proceedings of the 15th International Academic MindTrek Conference (pp. 9-15). ACM. https://doi.org/10.1145/2181037.2181040

[4] Fu, Q., Low, C. P., & Loh, K. (2024). Using Gen-AI-enabled gamified approach in teaching and learning: An experimentation. [Unpublished research]. Institute of Technical Education.

 

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