Cited by 152Educational Games and GamificationEducational Robotics and EngineeringSocial Robot Interaction and HRI

Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students

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Yang, Qi-Fan, Lian, Li-Wen, Zhao, Jia-Hua·2023·International Journal of Educational Technology in Higher Education

Abstract

According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a result, students become less motivated to learn. In contrast, artificially intelligent educational robots (AIERs), help students learn while lessening the workload on instructors by enhancing teaching strategies, using robots to substitute for teachers, giving students access to a variety of instructional content, and improving interaction with students through the use of intelligent voice interactions and Q&A systems to promote student engagement in learning. If the robot is used for a long time for learning, it may lead to a decrease in students' interest in learning. Therefore, this study introduces the GAFCC model (the theory-driven gamification goal, access, feedback, challenge, collaboration design model) as an instructional design model to guide the development of a gamified AIER system, aiming to improve students' motivation and learning effectiveness for laboratory safety courses. To test the effectiveness of the system, this study conducted an experimental study at a university in China in the summer of 2022. 53 participants participated in the research, with a random sample taken from each group. Each participant was able to choose the time of their free time to engage in the experiment. There were 18, 19, and 16 participants in experimental group 1, experimental group 2, and the traditional group, respectively. Students in experimental group 1 learned using the gamified AIER system, students in experimental group 2 learned on a general anthropomorphic robot system and the control group received traditional classroom learning. The experimental results showed that compared to the other two groups, the gamified AIER system guided by the GAFCC model significantly improved students' learning achievement and enhanced their learning motivation, flow experience, and problem-solving tendency. In addition, students who adopted this approach exhibited more positive behaviors and reduced cognitive load in the learning process.

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  • LLMs with knowledge graphs can simulate complex learning and assessment scenarios.

    “When used with LLMs, they can simulate complex learning and assessment scenarios requiring critical thinking and problem-solving skills, such as in driving education [63], programming education [64], and laboratory safety courses [65].”

    From Promises and challenges of generative artificial intelligence for human learning (2024) · cites this paper as [65]

    The “Structure of the gamified AIER systems” section describes interactive learning tasks and questions in laboratory safety education, so the paper supports that example at a broad level. It describes a robot using keyword recognition and a database of prepared materials, not LLMs with knowledge graphs; our copy also does not establish that it simulates complex scenarios requiring critical thinking and problem-solving. (LLM, conf=0.86)

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Cited by

Sorted by citations

Authors
Yang, Q.-F., Lian, L.-W., & Zhao, J.-H.
Affiliations
  • Fujian Normal University (CN)
  • Mahidol University (TH)
Corresponding author
Zhao, Jia-Hua
Venue
International Journal of Educational Technology in Higher Education
Published
2023-04-14
Volume
20
Issue
1
ISSN
2365-9440 (ISSN-L)
OpenAlex
W4365458703
Cited by
152
References
15
Citations by year
2026: 52 · 2025: 55 · 2024: 42 · 2023: 3
FWCI
52.79
Type
journal article
Language
en
Open access
Locations
  • International Journal of Educational Technology in Higher Education (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
  • National Natural Science Foundation of China (62107010)
  • Fujian Provincial Social Science Foundation (FJ2021C118, FJ2022B033)
  • Fujian Province Educational Science Planning (FJWTZD21-07)
  • Fujian Normal University New Liberal Arts Research Project (W202107)
  • Universitat Oberta de Catalunya
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Artificial Intelligence › Educational Robotics and Engineering
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
Keywords
gamification, laboratory safety education, student motivation, learning effectiveness, flow experience, cognitive load, instructional design, undergraduate students, humanoid robots

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