How ChatGPT can inspire and improve serious board game design

Author:

Gatti Junior Wilian,Marasco Emily,Kim Beaumie,Behjat Laleh,Eggermont Marjan

Abstract

Designing engaging serious board games that effectively address students' diverse and complex needs presents a significant challenge for educators. As a possible solution, Large Language Models (LLMs) such as ChatGPT can assist educators in designing and evaluating game-based learning experiences. This study explores three primary ways ChatGPT can enhance educators' game design process. Firstly, ChatGPT can assist with brainstorming, suggesting game themes and mechanisms aligned with curriculum and learning goals. Secondly, it can provide templates or exemplars of game components, allowing educators to create customized games that offer what their students need. Lastly, ChatGPT can offer valuable feedback on game prototypes, identifying areas for improvement and guidance to enhance the game's efficacy as an educational tool. We attempted to advance the ongoing discourse on the roles of artificial intelligence and board games in education by providing valuable insights into the potential of these tools.

Publisher

Serious Games Society

Subject

Applied Mathematics,Artificial Intelligence,Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Education,Software

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Large Language Models and Video Games: A Preliminary Scoping Review;ACM Conversational User Interfaces 2024;2024-07-08

2. Evolution and Future of Serious Game Technology for Older Adults;Information;2024-07-01

3. Can ChatGPT Match the Experts? A Feedback Comparison for Serious Game Development;International Journal of Serious Games;2024-06-26

4. Prompt-Gaming: A Pilot Study on LLM-Evaluating Agent in a Meaningful Energy Game;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-02

5. Leveraging the Potential of Large Language Models in Education Through Playful and Game-Based Learning;Educational Psychology Review;2024-02-27

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