From Barriers to Bridges: AI-Powered Mini-Games for Accessible Game-Based Learning

Game-based learning (GBL) has gained considerable attention within active learning communities, yet its practical implementation remains limited in mainstream educational settings. Key barriers include the complexity of integrating games, licensing costs (often associated with serious games), and the time required for preparation. This study investigates an accessible alternative: subject-independent mini-games that require minimal setup and align with a range of learning objectives. These are supported by AI-powered bots that generate the necessary materials. Using a qualitative design, the study involved semi-structured interviews with educators from diverse fields. Participants evaluated mini-games and reflected on barriers to GBL adoption and whether these can be addressed through the integration of mini-games. Games were also compared in terms of usability, academic rigor, adaptability, and potential to boost participation. Educators further assessed AI tools (Custom GPTs) to adapt mini-games to their classrooms. These tools allowed user-friendly customization without programming or prompting skills. Findings indicate that cost, preparation effort, and lack of awareness are major barriers. Mini-games, especially when paired with AI, offer a bridge to implementing GBL. Implications and future research directions are discussed.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4189
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

From Barriers to Bridges: AI-Powered Mini-Games for Accessible Game-Based Learning

Antje Wild, Florian Neymeyer
European Conference on Games Based Learning
Educational Games and Gamification
article

From Barriers to Bridges: AI-Powered Mini-Games for Accessible Game-Based Learning

Antje Wild, Florian Neymeyer
article en

Abstract

Game-based learning (GBL) has gained considerable attention within active learning communities, yet its practical implementation remains limited in mainstream educational settings. Key barriers include the complexity of integrating games, licensing costs (often associated with serious games), and the time required for preparation. This study investigates an accessible alternative: subject-independent mini-games that require minimal setup and align with a range of learning objectives. These are supported by AI-powered bots that generate the necessary materials. Using a qualitative design, the study involved semi-structured interviews with educators from diverse fields. Participants evaluated mini-games and reflected on barriers to GBL adoption and whether these can be addressed through the integration of mini-games. Games were also compared in terms of usability, academic rigor, adaptability, and potential to boost participation. Educators further assessed AI tools (Custom GPTs) to adapt mini-games to their classrooms. These tools allowed user-friendly customization without programming or prompting skills. Findings indicate that cost, preparation effort, and lack of awareness are major barriers. Mini-games, especially when paired with AI, offer a bridge to implementing GBL. Implications and future research directions are discussed.

European Conference on Games Based LearningVol. 19(2)
Neu-Ulm University of Applied Sciences (DE)
Openalex Percentile: Top 44%
Educational Games and Gamification
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