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

被引:28
作者
Yang, Qi-Fan [1 ]
Lian, Li-Wen [1 ]
Zhao, Jia-Hua [2 ]
机构
[1] Fujian Normal Univ, Coll Educ, Cangshan Campus,8 Shangsan Rd, Fuzhou, Fujian, Peoples R China
[2] Mahidol Univ, Inst Innovat Learning, Nakhon Pathom, Thailand
基金
中国国家自然科学基金;
关键词
Artificial intelligence education robot; Gamification; GAFCC model; Laboratory safety; Higher Education; GAME MECHANICS; GAMIFICATION; MOTIVATION; PERFORMANCE; ACHIEVEMENTS; IMPACT; ENVIRONMENTS; EXPERIENCES; CLASSROOM; FEEDBACK;
D O I
10.1186/s41239-023-00391-9
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页数:31
相关论文
共 102 条
  • [1] Alimisis D., 2009, TEACHER ED ROBOTIC E, P11
  • [2] [Anonymous], 1953, Science And Human Behavior
  • [3] Safety culture and safety compliance in academic laboratories: A Canadian perspective
    Ayi, Helene-Rosina
    Hon, Chun-Yip
    [J]. JOURNAL OF CHEMICAL HEALTH & SAFETY, 2018, 25 (06): : 6 - 12
  • [4] Current status, challenges, and future directions of university laboratory safety in China
    Bai, Mingqi
    Liu, Yi
    Qi, Meng
    Roy, Nitin
    Shu, Chi-Min
    Khan, Faisal
    Zhao, Dongfeng
    [J]. JOURNAL OF LOSS PREVENTION IN THE PROCESS INDUSTRIES, 2022, 74
  • [5] Incorporating fantasy into gamification promotes student learning and quality of online interaction
    Bai, Shurui
    Hew, Khe Foon
    Gonda, Donn Emmanuel
    Huang, Biyun
    Liang, Xinyi
    [J]. INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, 2022, 19 (01)
  • [6] Bakeman R., 1997, Observing interaction: An introduction to sequential analysis, VSecond, DOI [DOI 10.1017/CB09780511527685, 10.1017/CB09780511527685]
  • [7] Role Assignment Analysis of an Assistive Robotic Platform in a High School Mathematics Class, Through a Gamification and Usability Evaluation
    Baltazar Reyes, German E.
    Lopez, Edgar
    Ponce, Pedro
    Mazon, Nancy
    [J]. INTERNATIONAL JOURNAL OF SOCIAL ROBOTICS, 2021, 13 (05) : 1063 - 1078
  • [8] Personalized feedback for self assessment in lifelong learning environments based on semantic web
    Belcadhi, Lilia Cheniti
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2016, 55 : 562 - 570
  • [9] Social robots for education: A review
    Belpaeme, Tony
    Kennedy, James
    Ramachandran, Aditi
    Scassellati, Brian
    Tanaka, Fumihide
    [J]. SCIENCE ROBOTICS, 2018, 3 (21)
  • [10] Benkerzaz S., 2019, J INFORM TECHNOL REV, V10, P80, DOI [10.6025/jitr/2019/10/3/77-85, DOI 10.6025/JITR/2019/10/3/77-85]