Automating board-game based learning. A comprehensive study to assess reliability and accuracy of AI in game evaluation

Author:

Tinterri Andrea1,Pelizzari Federica2,di Padova Marilena3,Palladino Francesco4,Vignoli Giordano5,Dipace Anna6

Affiliation:

1. Department of Human Sciences, IUL Telematic University, Florence, Italy

2. Department of Pedagogy, Catholic University of the Sacred Heart, Milan, Italy

3. Department of Humanities, Letters, Cultural Heritage and Educational Studies, Foggia, Italy

4. University of Modena and Reggio Emilia, Modena, Italy

5. IESS, European Institute for Superior Studies, Reggio Emilia, Italy

6. Faculty of Human Sciences, Education, and Sport, Pegaso Telematic University, Naples, Italy

Abstract

Game-Based Learning (GBL) and its subset, Board Game-Based Learning (bGBL), are dynamic pedagogical approaches leveraging the immersive power of games to enrich the learning experience. bGBL is distinguished by its tactile and social dimensions, fostering interactive exploration, collaboration, and strategic thinking; however, its adoption is limited due to lack of preparation by teachers and educators and of pedagogical and instructional frameworks in scientific literature. Artificial intelligence (AI) tools have the potential to automate or assist instructional design, but carry significant open questions, including bias, lack of context sensitivity, privacy issues, and limited evidence. This study investigates ChatGPT as a tool for selecting board games for educational purposes, testing its reliability, accuracy, and context-sensitivity through comparison with human experts evaluation. Results show high internal consistency, whereas correlation analyses reveal moderate to high agreement with expert ratings. Contextual factors are shown to influence rankings, emphasizing the need to better understand both bGBL expert decision-making processes and AI limitations. This research provides a novel approach to bGBL, provides empirical evidence of the benefits of integrating AI into instructional design, and highlights current challenges and limitations in both AI and bGBL theory, paving the way for more effective and personalized educational experiences.

Publisher

IOS Press

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