HARNESSING ARTIFICIAL INTELLIGENCE AND GAMIFICATION IN ACTIVE LEARNING: ENHANCING PERSONALIZATION, EFFICIENCY, AND COMPETENCY DEVELOPMENT IN HIGHER EDUCATION
M.M. Arguedas Lafuente, E. Barberà Gregori
The integration of Artificial Intelligence (AI) and gamification into active learning methodologies represents a transformative opportunity in higher education. This study investigates the impact of AI-enhanced gamified approaches, focusing on methodologies such as Project-Based Learning (PBL), Flipped Classroom, and escape room narratives. These strategies aim to address challenges such as increased workload for educators, limited digital competencies among teachers, and the difficulty of engaging students in online environments.
By leveraging AI tools, this study explores personalized learning pathways that adapt to individual student needs, fostering engagement and efficiency. Gamification elements, such as narrative-driven tasks and real-time feedback enabled by AI, are incorporated to enhance motivation and reduce cognitive overload. The study's scope includes evaluating its impact on developing digital competencies in educators and fostering critical skills in students.
A mixed-methods approach is employed, combining qualitative and quantitative analyses to assess teacher and student perceptions, the reduction in administrative workload, and measurable improvements in academic and professional outcomes. Preliminary findings suggest that integrating AI with gamification reduces teacher stress, promotes student satisfaction, and improves the acquisition of digital skills.
This research provides insights into optimizing active learning strategies through innovative technologies. By aligning with contemporary educational frameworks, such as the European DigCompEdu model, it demonstrates the potential of AI-driven gamification to address 21st-century educational demands. The study underscores the necessity of scalable, ethical, and inclusive digital innovations for achieving sustainable impact in online higher education.
Keywords: Artificial Intelligence, Gamification, Active Learning, Higher Education, Digital Competencies, Personalized Learning.