Evaluation of Problem Based Gamification Learning (PBGL) Model on Critical Thinking Ability with Artificial Intelligence Approach Integrated with ChatGPT API: An Experimental Study
Open accessAbstract
The purpose of this research is to evaluate the effectiveness of Problem Based Gamification Learning (PBGL) model integrated with Artificial Intelligence (AI) through ChatGPT API in improving participants' critical thinking skills. The study used an experimental design with two groups, namely control and experimental, each consisting of 120 students (240 in total) from two countries (Timor Leste and Indonesia) studying basic Python programming. The main issues were complex system integration with ChatGPT API, technical challenges in AI implementation for automated feedback, and maintaining test consistency and fairness. Results showed the experimental group had a significant improvement in critical thinking skills, with an average score improvement of 23.57 points compared to 9.04 points in the control group, showing a mean difference of 14.53 points. Content Validity Ratio (CVR) testing showed good content validity with CVR values > 0.75 for all items. Construct Validity (CV) testing confirmed the instrument measured the desired construct with significant correlation coefficients. Test-retest Reliability testing showed excellent reliability with a Pearson correlation coefficient of 0.960. The findings confirm that the integration of AI in gamified learning can provide automatic feedback and additional relevant information, improving critical thinking and motivation of participants. The contribution of the research is the development and testing of an AI-supported PBGL model, which can serve as a reference in digital learning curriculum design and improve critical thinking skills. Practical implications show that the integration of AI in learning enriches the material and provides flexibility to participants and teachers. Overcoming the technical challenges and adaptability of AI models will be key to increasing the effectiveness of PBGL in various educational contexts in the future. This research provides new insights in the development of more effective and adaptive learning methods in the digital era.
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AI tools supplied exemplar feedback, evaluation criteria, alternative solutions, brainstorming prompts, or code suggestions that students were required to analyze, critique, or revise.
“In these interventions, AI tools supplied exemplar feedback, evaluation criteria, alternative solutions, brainstorming prompts, or code suggestions that students were required to analyze, critique, or revise [13,50,71,93].”
From A Systematic Literature Review on the Pedagogical Implications and Impact of GenAI on Students' Critical Thinking (2026) · cites this paper as [50]
The Research Design and Participant Criteria section says ChatGPT provided explanations, correction suggestions, additional insights, and programming code examples that students could use to improve their understanding or correct answers. It does not say students were required to analyze, critique, or revise the AI output; it describes their use of it as optional. The paper also does not establish the full list of output types in the claim. (LLM, conf=0.86)
Experimental — accuracy not yet measuredA few studies developed custom GPT-based systems.
“Other tools such as Gemini, Ernie Bot, and multi-tool workflows were less common [61,70], and a few studies developed custom GPT-based systems ( [50,59,84,89,90]).”
From A Systematic Literature Review on the Pedagogical Implications and Impact of GenAI on Students' Critical Thinking (2026) · cites this paper as [50]
In project-based contexts, GenAI was embedded across multiple stages of project development, including idea generation, planning, analysis, and drafting.
“In project-based contexts, GenAI was embedded across multiple stages of project development, including idea generation, planning, analysis, and drafting [50,59].”
From A Systematic Literature Review on the Pedagogical Implications and Impact of GenAI on Students' Critical Thinking (2026) · cites this paper as [50]
The Research Design and Participant Criteria section describes ChatGPT providing explanations, answer corrections, and programming-code examples in a problem-based learning system. The Gamification Model Architecture section describes students answering leveled questions and receiving feedback. Our copy does not describe project-based work or GenAI use across idea generation, planning, analysis, and drafting; searches for those stages and project development found no supporting passage. Page numbers were not available in the indexed passages. (LLM, conf=0.76)
Experimental — accuracy not yet measured
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BackgroundKahoot! gamification improves learning outcomes in problem-based learning classroom
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Резаев, А. В., & Трегубова, Н. Д. (2023) · Monitoring obŝestvennogo mneniâ: èkonomičeskie i socialʹnye peremeny · doi:10.14515/monitoring.2023.3.2384 · Cited by 11 · see citing works
Gamification in online discussions: How do game elements affect critical thinking?
Tzelepi, M., Makri, K., Petroulis, I., Moundridou, M., & Papanikolaou, K. A. (2020) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt49669.2020.00035 · Cited by 11 · cited 1× · see citing works
“In addition, several studies have also highlighted the use of gamification in online discussions both individually and in communities [24, 25].”
BackgroundChatGPT in Medical Education: Promoting Learning or Killing Critical Thinking?
Wong, R. S.-Y. (2024) · Education in Medicine Journal · doi:10.21315/eimj2024.16.2.13 · Cited by 10 · cited 1× · see citing works
“The integration of ChatGPT with PBGL can enable more interactive and adaptive feedback, thus enriching students' learning experience [43].”
MethodProkop‐Dorner, A., Piłat, A., Ślusarczyk, M., Świątkiewicz‐Mośny, M., Ożegalska-Łukasik, N., Potysz-Rzyman, A., Zarychta, M., Juszczyk, A., Kondyjowska, D., Magiera, A., et al. (2024) · PLoS ONE · doi:10.1371/journal.pone.0307094 · Cited by 10 · cited 1× · see citing works
“In addition, the habit of critical thinking supports the development of analytical abilities necessary for solving complex problems and making informed decisions [31, 32].”
BackgroundImpact of Artificial Intelligence on Gamification: Current Applications
Modi, T., & Gochhait, S. (2023) · International Conference on Innovative Data Communication Technologies and Application (ICIDCA) · doi:10.1109/icidca56705.2023.10099771 · Cited by 9 · cited 1× · see citing works
“…learning support systems, evaluation mechanisms, education management, and educators [58], as well as the impact of utilizing A.I in gamification [59] These are some of the areas that have been researched, but do not delve deeply into how APIs such as ChatGPT can be integrated to provide more…”
BackgroundTopic Evolution in the Research on Educational Gamification
Swacha, J. (2022) · Education Sciences · doi:10.3390/educsci12100640 · Cited by 8 · see citing works
Assessing ChatGPT's Influence on Critical Thinking in Sustainability Oriented Activities
Alarcón-López, C., Krütli, P., & Gillet, D. (2024) · 2024 IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon60312.2024.10578790 · Cited by 8 · cited 1× · see citing works
“…researchers Berg and Plessis (2023) recommended the need for further research to explore the practice of ChatGPT integration in lesson planning [60], as well as research by Lopez et.al which provides advice on the continuation of the utilization of ChatGPT in the critical thinking dimension [61].”
BackgroundSupnoon, A., & Chonchaiya, R. (2024) · International Journal of Education and Practice · doi:10.18488/61.v12i2.3718 · Cited by 7 · cited 1× · see citing works
“[21], as well as software with gamification elements such as points, levels and scores designed to motivate and engage learners [22, 23].”
BackgroundMutma’innah, F., & Hamimi, E. (2024) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v18i09.48097 · Cited by 7 · cited 1× · see citing works
“In addition, PBL not only focuses on problem solving but also on developing critical and analytical thinking skills that are important in professional and academic life [36].”
BackgroundGamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
Barua, A. M., & Bharali, S. S. (2023) · AAOU Journal/AAOU journal · doi:10.1108/aaouj-01-2023-0001 · Cited by 6 · see citing works
ChatGPT-enabled Network Automation using API-based Prompts
Okunaiya, O., Austin, R., & Zhu, S.-Y. (2024) · IEEE/IFIP Network Operations and Management Symposium · doi:10.1109/noms59830.2024.10574943 · Cited by 6
Chen, B., & Chen, C. (2023) · IEEE International Conference on Knowledge Innovation and Invention (ICKII) · doi:10.1109/ickii58656.2023.10332623 · Cited by 4 · cited 1× · see citing works
“[81-83].”
Problem Based Learning Using Gamification: A Systematic Literature Review
Daba, J. B. R., Rosmansyah, Y., & Dabarsyah, B. (2019) · International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS) · doi:10.1109/icimcis48181.2019.8985216 · Cited by 4 · see citing works
Monroe, C. M., Zosel, K. L., Stansbury, M. L., Younginer, N., Davis, R. E., Dutton, G. R., Newton, R. L., Cai, B., & West, D. S. (2024) · mHealth · doi:10.21037/mhealth-23-44 · Cited by 3 · cited 1× · see citing works
“…performance, engagement, and motivation of learners [69] as well as having a psychological and intrinsic effect on participants [70, 71] gamification can be implemented in a variety of ways such as in focus group testing, online, utilizing software to developing concepts into the metaverse [72-75].”
BackgroundEvolution of Research on Adaptive Gamification: A Bibliometric Study
Vijay, M., & Jayan, J. (2023) · International Conference on Circuit, Power and Computing Technologies · doi:10.1109/iccpct58313.2023.10245165 · Cited by 2 · cited 1× · see citing works
“The use of game elements in education, known as gamification, has grown rapidly since 2012 [9, 10].”
BackgroundKuchyn, I. L., Lymar, L., Bielka, K., et al. (2024) · Wiadomosci lekarskie · doi:10.36740/wlek202404108 · Cited by 2 · cited 1×
“There are also studies that assess academic integrity and learner attitudes towards using A.I. technologies [28], as well as looking at how A.I. affects critical thinking, motivation, and self-awareness [29].”
Background
Flagged first, then by citations
4 of the 89 references couldn’t be matched to a known paper.
Research works printed but not linked: 9
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- Shafieieh, M., Ozturen, A., Rezapouraghdam, H., & Karatepe, O. M. (2024). Does critical thinking mediate the relationship between sustainability knowledge and tourism students' ability to make sustainable decisions? Sustainability, 16(13), 5655-5671. 518 VOLUME 4, No 3, 2024
- Fajari, L. E. W., Sarwanto, & Chumdari. (2020). Improving elementary school's critical thinking skills through three different PBL-assisted learning media viewed from learning styles. Journal of E-Learning and Knowledge Society, 16(1), 55-64.
- Freire-Palacios, V., Jaramillo-Galarza, K., Quito-Calle, J., & Orozco-Cantos, L. (2023). La inteligencia artificial en la gamificación para promover la salud mental de los estudiantes universitarios: una revisión de alcance. Salud, Ciencia y Tecnología, 3(1), 639-656.
- Резаев, А. В., & Трегубова, Н. Д. (2023). От социологии алгоритмов к социальной аналитике искусственной социальности: анализ кейсов API и ChatGPT. The Monitoring of Public Opinion: Economic & Social Changes, 3(3), 3-22.
- Babu, S. S., & Moorthy, A. D. (2024). Application of artificial intelligence in adaptation of gamification in education: A literature review. Computer Applications in Engineering Education, 32(1), e22683-e22698.
- Yu, P., & Wang, S. (2024). An examination and analysis of the integration of artificial intelligence and gamification in the pedagogy of Chinese higher education. In Engaged Learning and Innovative Teaching in Higher Education (1st ed., pp. 29-46). Singapore: Springer. 519 VOLUME 4, No 3, 2024
- Craig, S., Stark, P., Wilson, C. B., Carter, G., Clarke, S., & Mitchell, G. (2023). Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: A pre-/post-test study. BMC Nursing, 22(1), 177-1. 520 VOLUME 4, No 3, 2024
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Cited by
Sorted by citations
Sardi, J., Darmansyah, Candra, O., Yuliana, D. F., Habibullah, Yanto, D. T. P., & Eliza, F. (2025) · International Journal of Engineering Pedagogy (iJEP) · doi:10.3991/ijep.v15i1.53379 · Cited by 105 · see citing works
Kassenkhan, A. M., Moldagulova, A. N., & Serbin, V. V. (2025) · IEEE Access · doi:10.1109/access.2025.3576147 · Cited by 44 · see citing works
“In a study conducted by Naatonis et al. [5] among students in Indonesia and Timor-Leste, the use of PBGL led to a significant improvement in critical thinking, with an average gain of 23.57 points, compared to only 9.04 points in the control group.”
InfluentialHelal, M. Y. I., Elgendy, I. A., Albashrawi, M. A., Dwivedi, Y. K., Al-Ahmadi, S., & Jeon, I. (2025) · Information Discovery and Delivery · doi:10.1108/idd-05-2025-0125 · Cited by 47 · see citing works
Enhancing critical thinking skills in ChatGPT-human interaction: a scoping review
Raitskaya, L., & Tikhonova, E. (2025) · Journal of Language and Education · doi:10.17323/jle.2025.27387 · Cited by 30 · see citing works
Balart, T., Díaz, B., & Shryock, K. (2026) · Algorithms · doi:10.3390/a19030179 · Cited by 15 · see citing works
“Other tools such as Gemini, Ernie Bot, and multi-tool workflows were less common [61,70], and a few studies developed custom GPT-based systems ([50,59,84,89,90]).”
InfluentialKassenkhan, A. M., Serbin, V. V., Beisembekova, R., Abshukirova, A. M., & Mendekina, B. (2026) · Information · doi:10.3390/info17030282 · Cited by 15 · see citing works
Pérez-Jorge, D., González-Afonso, M. C., Santos-Álvarez, A. G., Plasencia-Carballo, Z., & Perdomo-López, C. D. L. Á. (2025) · Information · doi:10.3390/info16070540 · Cited by 9 · see citing works
ChatGPT in education: A systematic review of its impact on critical thinking skills and dispositions
Guo, Y., Huang, L., Zhang, C., Li, Q., & Chen, M. (2025) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2025.102106 · Cited by 18 · see citing works
Bećirović, S., Augustín, M., Mattoš, B., & Dančo, J. (2026) · Discover Computing · doi:10.1007/s10791-026-10042-y · Cited by 7 · see citing works
Çakır, B., Berk, A., Berşe, S., Göv, P., & Güngör, M. İ. (2025) · Global Nursing Insights · doi:10.31125/globnursinsights.1762516 · Cited by 4 · see citing works
Pum, M., Mey, D., Van, S., & Seung, S. (2025) · Interdisciplinary Educational Technology · doi:10.71176/interedtech/17569 · Cited by 5 · see citing works
EFFICIENCY, ENGAGEMENT, AND COGNITIVE OFFLOADING: A REVIEW OF GENERATIVE AI IN EDUCATION
Khalid, N., Kasbun, R., & Rahman, N. F. A. (2026) · International Journal of Education Psychology and Counseling · doi:10.35631/ijepc.1162072 · Cited by 4 · see citing works
Pillpe, G. R., & Inca, K. S. M. (2024) · Revista Punto Cero · doi:10.35319/puntocero.202449241
“Esta mejora se atribuye a la capacidad de la IA de proporcionar comentarios y recomendaciones personalizados, lo que ayuda a los estudiantes a involucrarse más profundamente con el material (Naatonis et al., 2024).”
Meyrambaykyzy, K. A., & Maratuly, A. A. (2025) · International Conference on Control, Automation and Systems (ICCAS) · doi:10.23919/iccas66577.2025.11301135
Transforming Teaching and Learning in Business Education
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CodePlay: A Gamification-Based Approach to Improving Programming Skills
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Galindo‐Domínguez, H., Campo, L., Delgado, N., & Urruzola, M. V. (2026) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2026.102385
- Authors
- Naatonis, R. N., Rusijono, R., Jannah, M., & Malahina, E. A. U.
- Affiliations
- Universitas Negeri Surabaya (ID)
- Universitas Uyelindo (ID)
- Venue
- Qubahan Academic Journal
- Publisher
- Qubahan
- Published
- 2024-09-10
- Volume
- 4
- Issue
- 3
- Pages
- 485-520
- ISSN
- 2709-8206 (ISSN-L)
- OpenAlex
- W4402412763
- Cited by
- 24
- References
- 89
- Citations by year
- 2026: 14 · 2025: 9 · 2024: 1
- FWCI
- 18.87
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Qubahan Academic Journal (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Funders
- Lembaga Pengelola Dana Pendidikan
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Social Sciences › Education › Problem and Project Based Learning
- Keywords
- critical thinking skills, ChatGPT API, artificial intelligence in education, automated feedback, Python programming education, AI-assisted learning, student motivation
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