Utilizing Technology to Efficiently Connect Students: A Critical Qualitative Study of Non-Competitive Gamification and AI Additions to Research Courses

This study qualitatively examined an integrated cross-community approach to augmenting research courses with (a) non-competitive gamification and (b) AI. Unlike other studies, ours was proactive, non-COVID derived, non-competitive, and rooted in a variety of instructional and technology expertise resources. Its three aims were (1) increasing students’ engagement, (2) reducing students’ course-associated stress, and (3) promoting organizational efficiency for both students and the instructor.

Authors

Publication Details

Journal
Journal of Interactive Learning Research
Published
2025-01-01
DOI
https://doi.org/10.70725/534399sblpze
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Utilizing Technology to Efficiently Connect Students: A Critical Qualitative Study of Non-Competitive Gamification and AI Additions to Research Courses

Emily J. Summers, Kimberly A. Conner, Elahe Mahmoudi, Jonathan Vontsteen et al.
2 citations
Journal of Interactive Learning Research
Educational Games and Gamification
6.89
article

Utilizing Technology to Efficiently Connect Students: A Critical Qualitative Study of Non-Competitive Gamification and AI Additions to Research Courses

Emily J. Summers, Kimberly A. Conner, Elahe Mahmoudi, Jonathan Vontsteen, Megan C. Wiedeman
article en
2 citations

Abstract

This study qualitatively examined an integrated cross-community approach to augmenting research courses with (a) non-competitive gamification and (b) AI. Unlike other studies, ours was proactive, non-COVID derived, non-competitive, and rooted in a variety of instructional and technology expertise resources. Its three aims were (1) increasing students’ engagement, (2) reducing students’ course-associated stress, and (3) promoting organizational efficiency for both students and the instructor.

Journal of Interactive Learning ResearchVol. 36(1)
Openalex Percentile: Top 4%
Educational Games and Gamification
6.89
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