This study aimed to explore the effective and ethical use of GenAI gamification tools in higher education. GenAI gamification tools are commonly and constantly used by multicultural undergraduate students in higher education to search information and easily accessible data. This research aims to identify the GenAI gamification tools that are currently in use by teachers in higher education and examining the impact of these tools on educational, discipline and subject related outcomes. A thorough literature review was conducted to explore faculty perceptions on the effectiveness of GenAI gamification tools in higher education. This study aimed to contribute to the ongoing discussion about the role of GenAI gamification tools in higher education and its potential to transform the traditional educational system while upholding academic integrity. The selection of the papers was conducted through Springer or SCOPUS indexed databases. Journal articles and conference proceedings were chosen based on their suitability and the purpose chosen by the researchers. The main purpose of choosing the articles was to provide an updated insight into the current uses of GenAI gamification tools in HE. There were a number of keywords and combinations of terms used to allocate the appropriate research sources. These keywords included GenAI, games, ESL games, higher education and a variety of combinations of these terms.

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Review of the Factors That Influence Learners Motivation in Using AI-Enabled Gamification for Collaborative Learning

  • Ajrina Hysaj,
  • Sara Azeem Khan,
  • Doaa Hamam,
  • Georgina Farouqa

摘要

This study aimed to explore the effective and ethical use of GenAI gamification tools in higher education. GenAI gamification tools are commonly and constantly used by multicultural undergraduate students in higher education to search information and easily accessible data. This research aims to identify the GenAI gamification tools that are currently in use by teachers in higher education and examining the impact of these tools on educational, discipline and subject related outcomes. A thorough literature review was conducted to explore faculty perceptions on the effectiveness of GenAI gamification tools in higher education. This study aimed to contribute to the ongoing discussion about the role of GenAI gamification tools in higher education and its potential to transform the traditional educational system while upholding academic integrity. The selection of the papers was conducted through Springer or SCOPUS indexed databases. Journal articles and conference proceedings were chosen based on their suitability and the purpose chosen by the researchers. The main purpose of choosing the articles was to provide an updated insight into the current uses of GenAI gamification tools in HE. There were a number of keywords and combinations of terms used to allocate the appropriate research sources. These keywords included GenAI, games, ESL games, higher education and a variety of combinations of these terms.