ThinkBox: quando a gamificação encontra a inteligência artificial: repensando as experiências de aprendizagem

This article argues that combining gamification with artificial intelligence (AI) can substantially redesign learning experiences in both education and corporate training by making them more engaging (via game elements like points, badges, narratives, and progression) while also becoming more adaptive and personalized through data-driven adjustment of difficulty, feedback, and rewards to different learner profiles (including motivational “player types,” e.g., via the Hexad model). It stresses that AI’s role should be supportive rather than substitutive—helping educators and trainers with operational tasks and analytics so they can focus on human aspects like dialogue, mediation, motivation, and critical thinking—while warning that the same integration can create ethical and social risks, such as excessive monitoring, manipulation of intrinsic motivation, privacy issues, bias, and widening inequalities through digital exclusion. The piece concludes that the promise of AI+gamification depends on human-centred, transparent, inclusive design, and calls for future research that tests impacts across contexts (including low-connectivity settings) and develops ways to mitigate bias and harmful dependencies.

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Publication Details

Journal
Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Published
2025-03-28
Primary Topic
Educational Games and Gamification
Type
article
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article

ThinkBox: quando a gamificação encontra a inteligência artificial: repensando as experiências de aprendizagem

Pedro Isaías, Vanessa Itacaramby Pardim, Adriana Backx Noronha Viana
Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Educational Games and Gamification
article

ThinkBox: quando a gamificação encontra a inteligência artificial: repensando as experiências de aprendizagem

Pedro Isaías, Vanessa Itacaramby Pardim, Adriana Backx Noronha Viana
article en

Abstract

This article argues that combining gamification with artificial intelligence (AI) can substantially redesign learning experiences in both education and corporate training by making them more engaging (via game elements like points, badges, narratives, and progression) while also becoming more adaptive and personalized through data-driven adjustment of difficulty, feedback, and rewards to different learner profiles (including motivational “player types,” e.g., via the Hexad model). It stresses that AI’s role should be supportive rather than substitutive—helping educators and trainers with operational tasks and analytics so they can focus on human aspects like dialogue, mediation, motivation, and critical thinking—while warning that the same integration can create ethical and social risks, such as excessive monitoring, manipulation of intrinsic motivation, privacy issues, bias, and widening inequalities through digital exclusion. The piece concludes that the promise of AI+gamification depends on human-centred, transparent, inclusive design, and calls for future research that tests impacts across contexts (including low-connectivity settings) and develops ways to mitigate bias and harmful dependencies.

Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Reduced inequalities
Openalex Percentile: Top 23%
Educational Games and Gamification
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ThinkBox: quando a gamificação encontra a inteligência artificial: repensando as experiências de aprendizagem — Pedro Isaías, Vanessa Itacaramby Pardim, et al. · Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT) (2025) | TGRS Research Map | TGRS