Tackling difficult changes in digital education through playful learning and gamification: the case of generative AI

We have been using approaches drawn from gamification and playful learning theories to create spaces for colleagues to explore generative AI (GenAI) in a way which is naturally fun. We have developed several games and activities to stimulate the sense of experimentation and creativity that many of us used when encountering new technology in childhood. We want to make a case that, although reflecting on the ethical and philosophical preoccupations that prey on our adult minds is important, so is treating GenAI as a new toy we can break out of the box and mess around with. We will share some examples of activities we have used within the King’s community, from our Chatbot Bingo! Icebreaker activity that encourages people to start talking about their own experience of AI to our GenAI Challenge, where we ask people to use GenAI to create images, poetry etc. and then discuss the capabilities and limits of GenAI tools. We reflect on our experiences of using these to create a culture that is open to the opportunity for change that GenAI represents. This is a moment when many of us are waiting to see what happens, waiting for experts to tell us the best way forward. Our playful approach does not seek to tell colleagues the best way forward, instead our goal is to inspire them to stop waiting and start moving forward themselves.

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Publication Details

Journal
Journal of Learning Development in Higher Education
Published
2025-03-27
DOI
https://doi.org/10.47408/jldhe.vi35.1334
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Tackling difficult changes in digital education through playful learning and gamification: the case of generative AI

Maria O'Hara, Cecilia Lo
Journal of Learning Development in Higher Education
Educational Games and Gamification
article

Tackling difficult changes in digital education through playful learning and gamification: the case of generative AI

Maria O'Hara, Cecilia Lo
article en

Abstract

We have been using approaches drawn from gamification and playful learning theories to create spaces for colleagues to explore generative AI (GenAI) in a way which is naturally fun. We have developed several games and activities to stimulate the sense of experimentation and creativity that many of us used when encountering new technology in childhood. We want to make a case that, although reflecting on the ethical and philosophical preoccupations that prey on our adult minds is important, so is treating GenAI as a new toy we can break out of the box and mess around with. We will share some examples of activities we have used within the King’s community, from our Chatbot Bingo! Icebreaker activity that encourages people to start talking about their own experience of AI to our GenAI Challenge, where we ask people to use GenAI to create images, poetry etc. and then discuss the capabilities and limits of GenAI tools. We reflect on our experiences of using these to create a culture that is open to the opportunity for change that GenAI represents. This is a moment when many of us are waiting to see what happens, waiting for experts to tell us the best way forward. Our playful approach does not seek to tell colleagues the best way forward, instead our goal is to inspire them to stop waiting and start moving forward themselves.

Journal of Learning Development in Higher Education(35)
University of London (GB), King's College London (GB), Universidad de Londres (MX), Brunel University of London (GB)
Openalex Percentile: Top 94%
Educational Games and Gamification
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Tackling difficult changes in digital education through playful learning and gamification: the case of generative AI — Maria O'Hara, Cecilia Lo · Journal of Learning Development in Higher Education (2025) | TGRS Research Map | TGRS