AI-Powered English Content Ideathon Through Quest-Based Learning

This study designed and implemented an AI-powered English content ideathon grounded in the quest-based learning (QBL) framework to enhance learners’ AI literacy, creative problem-solving, and content planning skills. Conducted over four months at D University, the program comprised five sequential quests—Exploration, Challenge, Implement, Reflection, and Showcase—integrating principles of gamification to foster motivation and engagement. Eleven undergraduate participants from diverse majors engaged in phased tasks that incorporated generative AI tools such as ChatGPT, Gemini, and Canva to conceptualize, refine, and prototype projects in English content development. Final outputs included video presentations, storyboards, and posters with embedded QR codes for exhibition. Projects ranged from tourism and cultural promotion to English education, including a university entrance exam-focused reading and grammar learning app prototype. Qualitative analysis of post-program reflections revealed that the QBL structure facilitated immersion, guided idea development, and cultivated transferable skills such as teamwork, critical thinking, and self-directed learning. Participants reported a shift in perception of AI from a simple information retrieval tool to a strategic partner in content creation. The study highlights the potential of integrating generative AI, QBL, and gamification into higher education, offering a scalable, interdisciplinary model for learner-centered AI literacy education in English content creation.

Authors

Publication Details

Journal
STEM Journal
Published
2025-08-31
DOI
https://doi.org/10.16875/stem.2025.26.3.24
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
Controls
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article

AI-Powered English Content Ideathon Through Quest-Based Learning

JONG SOOK CHOI
1 citations
STEM Journal
Educational Games and Gamification
3.44
article

AI-Powered English Content Ideathon Through Quest-Based Learning

JONG SOOK CHOI
article en
1 citations

Abstract

This study designed and implemented an AI-powered English content ideathon grounded in the quest-based learning (QBL) framework to enhance learners’ AI literacy, creative problem-solving, and content planning skills. Conducted over four months at D University, the program comprised five sequential quests—Exploration, Challenge, Implement, Reflection, and Showcase—integrating principles of gamification to foster motivation and engagement. Eleven undergraduate participants from diverse majors engaged in phased tasks that incorporated generative AI tools such as ChatGPT, Gemini, and Canva to conceptualize, refine, and prototype projects in English content development. Final outputs included video presentations, storyboards, and posters with embedded QR codes for exhibition. Projects ranged from tourism and cultural promotion to English education, including a university entrance exam-focused reading and grammar learning app prototype. Qualitative analysis of post-program reflections revealed that the QBL structure facilitated immersion, guided idea development, and cultivated transferable skills such as teamwork, critical thinking, and self-directed learning. Participants reported a shift in perception of AI from a simple information retrieval tool to a strategic partner in content creation. The study highlights the potential of integrating generative AI, QBL, and gamification into higher education, offering a scalable, interdisciplinary model for learner-centered AI literacy education in English content creation.

STEM JournalVol. 26(3)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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