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International Journal of Artificial Intelligence and Education Technology

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Online: 2835-2432
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International Journal of Artificial Intelligence and Education Technology
Full Length Article

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

Reham Mohamed Al-Ghoul 1* ,
Ramy Samir Mohammed ALSeragy 2
1Senior Instructional Designer, Lecturer in Educational Technology Center, Faculty of Education, Mansoura University, Egypt
2Assistant Professor of Educational Technology, Manager of Education Technology Center, Faculty of Education, Mansoura University, Egypt
* Corresponding Author.
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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).

Received: January 01, 2024 Revised: March 03, 2024 Accepted: May 31, 2024

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

Gamification Artificial Intelligence Anxiety Mental Health

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Cite This Article

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format_quote
Al-Ghoul, Reham Mohamed, ALSeragy, Ramy Samir Mohammed. "The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners." International Journal of Artificial Intelligence and Education Technology, vol. 3, no. 1, 2024, pp. 10–19. DOI: https://doi.org/10.54216/IJAIET.030102
Al-Ghoul, R., ALSeragy, R. (2024). The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners. International Journal of Artificial Intelligence and Education Technology, Volume 3(Issue 1), 10–19. DOI: https://doi.org/10.54216/IJAIET.030102
Al-Ghoul, Reham Mohamed, ALSeragy, Ramy Samir Mohammed. "The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners." International Journal of Artificial Intelligence and Education Technology Volume 3, no. Issue 1 (2024): 10–19. DOI: https://doi.org/10.54216/IJAIET.030102
Al-Ghoul, R., ALSeragy, R. (2024) 'The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners', International Journal of Artificial Intelligence and Education Technology, Volume 3(Issue 1), pp. 10–19. DOI: https://doi.org/10.54216/IJAIET.030102
Al-Ghoul R, ALSeragy R. The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners. International Journal of Artificial Intelligence and Education Technology. 2024;Volume 3(Issue 1):10–19. DOI: https://doi.org/10.54216/IJAIET.030102
R. Al-Ghoul, R. ALSeragy, "The Effectiveness of Learning through Gamification with Artificial Intelligence on Mental Health (Anxiety) and Building Learning Habits for College Learners," International Journal of Artificial Intelligence and Education Technology, vol. Volume 3, no. Issue 1, pp. 10–19, 2024. DOI: https://doi.org/10.54216/IJAIET.030102
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