Levelling the playing field through GenAI: Harnessing artificial intelligence to bridge educational gaps for equity and disadvantaged students

This discussion paper explores how integrating generative artificial intelligence (GenAI), particularly large language models (LLMs) like ChatGPT, can address educational disparities faced by equity students in higher education (HE). Equity students, including those from under-represented groups such as non-English-speaking backgrounds, students with disabilities, and low socio-economic status, often encounter significant barriers when adapting to academic literacies. GenAI tools offer notable benefits, such as improving language proficiency, fostering critical thinking, and aiding comprehension. However, disparities in digital literacy and access to these tools may risk exacerbating the digital divide, especially among students from disadvantaged backgrounds. This paper advocates for the responsible integration of GenAI in enabling programmes to promote more equitable educational outcomes. It emphasises the need to equip students with ethical guidance in using these tools, ensuring that all students have equal access to GenAI technologies. Additionally, it introduces the use of a framework designed to guide students in using educational tools responsibly and thoughtfully, while safeguarding the productive struggle essential for developing deeper learning and critical thinking skills. While GenAI holds great promise in empowering equity students, it is crucial to integrate these tools in a manner that enhances learning opportunities without perpetuating or reinforcing existing inequalities.

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Institutions

Publication Details

Journal
Widening Participation and Lifelong Learning
Published
2024-11-19
DOI
https://doi.org/10.5456/wpll.26.3.250
Citations
13
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.28
Controls
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article

Levelling the playing field through GenAI: Harnessing artificial intelligence to bridge educational gaps for equity and disadvantaged students

Trixie James, G. B. Andrews
13 citations
Widening Participation and Lifelong Learning
Educational Games and Gamification
10.28
article

Levelling the playing field through GenAI: Harnessing artificial intelligence to bridge educational gaps for equity and disadvantaged students

Trixie James, G. B. Andrews
article en
13 citations

Abstract

This discussion paper explores how integrating generative artificial intelligence (GenAI), particularly large language models (LLMs) like ChatGPT, can address educational disparities faced by equity students in higher education (HE). Equity students, including those from under-represented groups such as non-English-speaking backgrounds, students with disabilities, and low socio-economic status, often encounter significant barriers when adapting to academic literacies. GenAI tools offer notable benefits, such as improving language proficiency, fostering critical thinking, and aiding comprehension. However, disparities in digital literacy and access to these tools may risk exacerbating the digital divide, especially among students from disadvantaged backgrounds. This paper advocates for the responsible integration of GenAI in enabling programmes to promote more equitable educational outcomes. It emphasises the need to equip students with ethical guidance in using these tools, ensuring that all students have equal access to GenAI technologies. Additionally, it introduces the use of a framework designed to guide students in using educational tools responsibly and thoughtfully, while safeguarding the productive struggle essential for developing deeper learning and critical thinking skills. While GenAI holds great promise in empowering equity students, it is crucial to integrate these tools in a manner that enhances learning opportunities without perpetuating or reinforcing existing inequalities.

Widening Participation and Lifelong LearningVol. 26(3)
La Trobe University (AU), Central Queensland University (AU)
Openalex Percentile: Top 1%
Educational Games and Gamification
10.28
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