Artificial intelligence in the classroom: Responding to socio-scientific issues through gamification of learning
Year: 2025
Type: article
Abstract: AI in education encourages the creation and application of unique and creative materials from diverse sources. Gamification in education opens opportunities to rethink traditional approaches and foster transformative changes by utilizing game-like elements. This phenomenological study identified the socio-scientific issues (SSIs) in Lucban, Quezon, and used gamified activities to supplement learning and raise awareness among learners. Interview responses revealed that the identified SSIs included improper garbage disposal, water interruption, and smoke emissions from local smokers. Three web-based games were developed from the results: (1) Toxicity Tracker: Respiratory Rescuer, (2) Trash Trek: Clean City Quest, and (3) Water Wise Explorer. These games aim to uncover environmental challenges, embrace sustainability, and explore interconnections. Moreover, three non-digital games were created to supplement the teaching-learning process: (1) Junkjive, (2) Smokes and Ladder, and (3) Aqua Bingo. These games address the problems in garbage, respiratory illnesses, and water pollution, respectively. The gamified activities were rated as "very acceptable" across the categories of the acceptability test—accuracy, clarity, layout, and originality—conducted among the experts in the field. It is recommended to make the web-based games available offline and to include more SSIs in the gamified activities to enrich the teaching-learning process and address SSIs in the community.
Institution: Southern Luzon State University
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: hybrid
OpenAlex ID: W4409454914
