Using AI and Cognitive Taxonomies to map Learning Processes in Board Games

Board Game-Based Learning (bGBL) has gained increasing attention as an innovative approach to foster active engagement and holistic cognitive development. However, integrating board games into effective practice is challenging, partly because of the lack of an established instructional framework. The implementation of bGBL often relies on teachers’ personal initiative and familiarity with games, rather than on shared design practices. One of the main obstacles to implementing GBL lies in properly aligning learning goals with the actions that take place during gameplay, and the related learning processes. In this study, we develop a theoretical framework for aligning learning goals and the cognitive processes elicited by game mechanisms. We use this framework to train a GenAI assistant (GADbot) to assist bGBL instructional design, assessing its performance through human expert evaluation. Given the ever-increasing number of available board games and the constant innovation in game mechanics, this approach can revolutionize the field of bGBL, leveraging AI as an assistant to lower the entry barrier for teachers to choose the right game for their educational needs, thus providing the foundation to design meaningful learning experiences and advance active pedagogical practices.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4153
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Using AI and Cognitive Taxonomies to map Learning Processes in Board Games

Federica Pelizzari, Andrea Tinterri, Marilena di Padova
European Conference on Games Based Learning
Educational Games and Gamification
article

Using AI and Cognitive Taxonomies to map Learning Processes in Board Games

Federica Pelizzari, Andrea Tinterri, Marilena di Padova
article en

Abstract

Board Game-Based Learning (bGBL) has gained increasing attention as an innovative approach to foster active engagement and holistic cognitive development. However, integrating board games into effective practice is challenging, partly because of the lack of an established instructional framework. The implementation of bGBL often relies on teachers’ personal initiative and familiarity with games, rather than on shared design practices. One of the main obstacles to implementing GBL lies in properly aligning learning goals with the actions that take place during gameplay, and the related learning processes. In this study, we develop a theoretical framework for aligning learning goals and the cognitive processes elicited by game mechanisms. We use this framework to train a GenAI assistant (GADbot) to assist bGBL instructional design, assessing its performance through human expert evaluation. Given the ever-increasing number of available board games and the constant innovation in game mechanics, this approach can revolutionize the field of bGBL, leveraging AI as an assistant to lower the entry barrier for teachers to choose the right game for their educational needs, thus providing the foundation to design meaningful learning experiences and advance active pedagogical practices.

European Conference on Games Based LearningVol. 19(2)
Università Cattolica del Sacro Cuore (IT), University of Foggia (IT), Pegaso University (IT), University of the Sacred Heart (JP)
Openalex Percentile: Top 50%
Educational Games and Gamification
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Using AI and Cognitive Taxonomies to map Learning Processes in Board Games — Federica Pelizzari, Andrea Tinterri, et al. · European Conference on Games Based Learning (2025) | TGRS Research Map | TGRS