Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation

Board games are used in different educational settings to promote acquisition of disciplinary content, soft skills, foster engagement towards learning content, and sustain motivation. However, designing and conducting effective educational activities with board games requires instructional design skills, knowledge of games, as well as the ability to align the player's internal goals with the learning objectives. Board game-based learning (bGBL) design includes choosing appropriate games and personalising them to better fit with the educational setting and the students' individual needs. This complexity, coupled with a general lack of teacher familiarity with games and game culture, is likely a reason for the relatively low use of board games in formal instructional settings such as schools. Artificial Intelligence (AI) has long been used in education, but the recent diffusion of user-friendly tools for large language models (LLM) opens a new range of possibilities to assist teachers and educators in instructional design: This includes the design and implementation of bGBL. In a preliminary study, we explored the ability of a well-known chatbot, ChatGPT, to select board games and suggest modifications to better align with the classroom context and personal student needs. However, this study was limited to a sample learning unit and was based on a posteriori evaluation by experts. In this contribution, we develop a new testing protocol to assess the reliability, effectiveness, and context sensitivity of several LLMs to adapt given board games to different classroom scenarios. The methodology features blind comparison of AI and human experts. The results suggest that general-purpose AI tools such as Copilot, Claude, and ChatGPT can provide quality and context-sensitive board game modification suggestions, to the point of slightly overperforming human experts in aligning personalisation suggestions to instructional goals. This study represents a first foray in the use of general Artificial Intelligence to assist the modding, or personalisation, of board game-based learning activities and, despite its limitations as a pilot experiment, might pave the way for successful integration of assistive technologies in game-based learning and facilitating its integration in the school curriculum.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-16
DOI
https://doi.org/10.34190/ecgbl.18.1.3055
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
4.22
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article

Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation

Federica Pelizzari, Andrea Tinterri, Marilena di Padova, Francesco Palladino et al.
4 citations
European Conference on Games Based Learning
Educational Games and Gamification
4.22
article

Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation

Federica Pelizzari, Andrea Tinterri, Marilena di Padova, Francesco Palladino, Giordano Vignoli
article en
4 citations

Abstract

Board games are used in different educational settings to promote acquisition of disciplinary content, soft skills, foster engagement towards learning content, and sustain motivation. However, designing and conducting effective educational activities with board games requires instructional design skills, knowledge of games, as well as the ability to align the player's internal goals with the learning objectives. Board game-based learning (bGBL) design includes choosing appropriate games and personalising them to better fit with the educational setting and the students' individual needs. This complexity, coupled with a general lack of teacher familiarity with games and game culture, is likely a reason for the relatively low use of board games in formal instructional settings such as schools. Artificial Intelligence (AI) has long been used in education, but the recent diffusion of user-friendly tools for large language models (LLM) opens a new range of possibilities to assist teachers and educators in instructional design: This includes the design and implementation of bGBL. In a preliminary study, we explored the ability of a well-known chatbot, ChatGPT, to select board games and suggest modifications to better align with the classroom context and personal student needs. However, this study was limited to a sample learning unit and was based on a posteriori evaluation by experts. In this contribution, we develop a new testing protocol to assess the reliability, effectiveness, and context sensitivity of several LLMs to adapt given board games to different classroom scenarios. The methodology features blind comparison of AI and human experts. The results suggest that general-purpose AI tools such as Copilot, Claude, and ChatGPT can provide quality and context-sensitive board game modification suggestions, to the point of slightly overperforming human experts in aligning personalisation suggestions to instructional goals. This study represents a first foray in the use of general Artificial Intelligence to assist the modding, or personalisation, of board game-based learning activities and, despite its limitations as a pilot experiment, might pave the way for successful integration of assistive technologies in game-based learning and facilitating its integration in the school curriculum.

European Conference on Games Based LearningVol. 18(1)
Università Cattolica del Sacro Cuore (IT), University of Modena and Reggio Emilia (IT), Pegaso University (IT)
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
4.22
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