Volume 3 • Issue 1 • PP: 10–19 • 2024
The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners
Open Access & Copyright
© 2024 The Author(s). Published by ASPG. This article is licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
Abstract
Gamification is the process of incorporating game-like elements, such as scoring and competition, into non-game activities to increase engagement and motivation. Artificial intelligence (AI) refers to the simulation of human intelligence in machines that are programmed to think and learn like humans. When these two concepts are combined, they can help students overcome anxiety and develop effective learning habits, and the use of AI technology can provide personalized feedback and support, ultimately improving overall mental well-being and academic success. These innovative approaches to learning have the potential to revolutionize traditional education methods and create a more engaging and effective learning environment for students. This research used gamification with artificial intelligence in learning content in an eLearning environment. The participants were 60 learners enrolled in the vocational diploma program in educational technology specialization at the faculty of education at Mansoura University. The findings of research found that incorporating game-like elements and personalized learning experiences could help reduce stress and increase motivation among students. This innovative approach to education shows promise in improving student outcomes and overall academic performance.
Keywords
References
[1] Duquesne University School of Nursing, “Causes & statistics of anxiety in college students,” Duquesne Uni-versity School of Nursing, 2023.
[2] J. Chen and M. Liang, “Play hard, study hard? the in-fluence of gamification on students’ study engagement,” Frontiers in Psychology, vol. 13, Sep. 2022.
[3] A. Christopoulos and S. Mystakidis, “Gamification in education,” Encyclopedia, vol. 3, no. 4, pp. 1223–1243, 2023.
[4] J. W. Creswell and J. D. Creswell, Research Design: Qualitative, Quantitative, and Mixed Methods Ap-proaches, 5th ed. Thousand Oaks, CA: SAGE, 2018.
[5] C. Dichev and D. Dicheva, “Gamifying education: What is known, what is believed and what remains uncertain: A critical review,” International Journal of Educational Technology in Higher Education, vol. 14, no. 1, Feb. 2017.
[6] L. Guthridge, “How to make learning a habit you enjoy,” Forbes, 2018.
[7] “How artificial intelligence influences students study habits,” StartQuestion, 2023.
[8] “Impact of gamification on students’ learning and en-gagement,” Acadecraft, 2023.
[9] H. Jamil et al., “The impact of anxiety and depression on academic performance: A cross-sectional study among medical students in syria,” PubMed Central, Jul. 2022.
[10] Janet, “Learning habits,” ERIC Institute of Education Sciences, 2018.
[11] Juho, “Electronic markets,” Electronic Markets, volume 27, 2017.
[12] M. Li, S. Ma, and Y. Shi, “Examining the effectiveness of gamification as a tool promoting teaching and learn-ing in educational settings: A meta-analysis,” Frontiers in Psychology, vol. 14, p. 1253549, 2023.
[13] Levine, “Habits of success: Helping students develop es-sential skills for learning, work and life,” ERIC Institute of Education Sciences, 2021.
[14] S. Litvin et al., “Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial,” PLOS ONE, Sep. 2020.
[15] H. Crompton and D. Burke, “Artificial intelligence in higher education: The state of the field,” International Journal of Educational Technology in Higher Education, vol. 20, p. 22, 2023.
[16] Macaskill, “British journal of guidance & counselling,” British Journal of Guidance & Counselling, 2013.
[17] B. H. McCurdy et al., “Impact of anxiety and depression on academic achievement among underserved school children: Evidence of suppressor effects,” PubMed Cen-tral, Sep. 2022.
[18] World Health Organization, “Mental health,” World Health Organization, 2022.
[19] Nouzha, Vanissa, and Gary, “Interactive learning envi-ronments,” Interactive Learning Environments, vol. 29, 2021.
[20] P., Sam, Kalervo, and Ries, “Learning media and tech-nology,” Learning, Media and Technology, vol. 45, 2020.
[21] L. Labadze, M. Grigolia, and L. Machaidze, “Role of AI chatbots in education: Systematic literature re-view,” International Journal of Educational Technology in Higher Education, vol. 20, p. 56, 2023.
[22] “The relationship between study anxiety and academic performance among engineering students,” ScienceDi-rect, 2010.
[23] Sheila and Alastair, “British journal of guidance & coun-selling,” British Journal of Guidance & Counselling, 2005.
[24] A. Tashakkori and J. W. Creswell, “Mixed methodology across disciplines,” Journal of Mixed Methods Research, vol. 2, no. 1, pp. 3–6, 2008.
Cite This Article
Choose your preferred format
Publisher's Note
The statements, opinions, and data presented in this article are solely those of the author(s) and do not necessarily represent those of ASPG, the journal, or its editors. ASPG and the editors disclaim responsibility for any harm arising from the use of any ideas, methods, instructions, or products described in this article, to the fullest extent permitted by applicable law.