Cited by 18Problem and Project Based LearningLibrary Science and Information LiteracyEducational Games and Gamification

The effect of gamified project-based learning with AIGC in information literacy education

Huang, Wendan, Wang, Taoli, Tong, Yixin·2026·Innovations in Education and Teaching International

Abstract

The emergence of artificial intelligence has necessitated a transformation in pedagogical methodologies. This study evaluated the integration of gamified project-based learning (GPBL) and artificial intelligence-generated content (AIGC) tools in enhancing information literacy education. The primary objectives were to explore the relationship among students’ learning experiences, information literacy, creativity, and engagement in an integrated learning environment. Using an explanatory sequential design with surveys and interviews, first-year university students (n = 36) from the School of Art and Design participated. Results indicated that students perceived moderately high levels of engagement(3.72) and creativity(4.11) during the GPBL activities, with positive emotions contributing significantly to motivation. Moreover, information literacy skills have substantially improved, such as in information retrieval, using AIGC tools, and understanding the ethical aspects of AI technology. A process model illustrated how positive emotions, motivation, creativity, engagement, and information literacy were linked in a GPBL-incorporating AI setting.

Integrity signals

Registry

Crossref · 10.1080/14703297.2024.2423012

Cites

52 of 52 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
Huang, W., Wang, T., & Tong, Y.
Affiliations
  • Guilin University of Electronic Technology (CN)
  • Huazhong University of Science and Technology (CN)
  • Peking University (CN)
Corresponding author
Wang, Taoli
Venue
Innovations in Education and Teaching International
Published
2024-11
Volume
63
Issue
1
Pages
130-144
ISSN
  • 1470-3297 (ISSN-L)
  • 1470-3300
OpenAlex
W4403980564
Cited by
12
References
52
Citations by year
2026: 7 · 2025: 5
FWCI
15.04
Type
journal article
Language
en
Open access
closed
Locations
Innovations in Education and Teaching International (publishedVersion)
Funders
Guangxi Higher Education Undergraduate
Topics
  • Social Sciences › Education › Problem and Project Based Learning
  • Social Sciences › Library and Information Sciences › Library Science and Information Literacy
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
AI-generated content, information literacy, student engagement, creativity, positive emotions, student motivation, AI ethics education, information search skills, art and design students, first-year students

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review