Journal of Management and Planning In Educational System

Journal of Management and Planning In Educational System

The Impact of AI-Based Gamified Assessment on Learning Technological Competencies and Its Components

Document Type : Scientific - Research

Author
Assistant Professor, Department of Educational Sciences, Faculty of Education and Psychology, University of Isfahan, Isfahan, Iran
Abstract
Objectives: In the digital age, learning technological competencies has become one of the main priorities of educational systems, as these competencies play a key role in individual and professional success. With advancements in modern technologies, innovative methods have been designed to facilitate and enhance this type of learning, among which AI-based gamified assessment stands out as one of the most engaging and practical approaches. This method utilizes artificial intelligence algorithms to create interactive and simulated environments that encourage students to engage in collaborative learning and explore complex concepts. Additionally, the immediate and personalized feedback provided by these systems not only boosts student motivation but also helps them identify and improve their weaknesses. The aim of this study was to investigate the impact of AI-based gamified assessments on the learning of technological competencies and their components.l
Materials and Methods: The research method was quasi-experimental, using a pre-test/post-test design with a control group. The statistical population included all international students at Chabahar University, from which 30 participants were selected via convenience sampling and randomly assigned to experimental and control groups. Over the course of a semester, the students were taught simulation and educational games in ten sessions. The experimental group was assessed in a Quizizz environment using AI-based gamification focused on topics such as educational simulations, gamification theories, and the application of gamification in teaching and learning, while the control group was assessed using traditional methods. Data collection tools included the Student Technological Competency Learning Questionnaire developed by Betin (2023). se
-in Discussion and Conclusions: Data were analyzed using covariance analysis. The assumption Discussion and Conclusion: Data were analyzed using covariance analysis. The assumption of normality was tested using the Kolmogorov-Smirnov test, which was confirmed for both variables at both measurement stages across the two groups with a significance level greater than 0.05. The assumption of homogeneity of variances was examined using Levene's F test, and the results indicated that this assumption was confirmed for both variables with a significance level greater than 0.05. The assumption of equality of variance-covariance matrices was tested using Box’s M test and was confirmed with a significance level of 0.05. The regression slope assumption was also tested using ANOVA and confirmed for both variables with a significance level greater than 0.05. The findings revealed that AI-based gamified assessment significantly impacts students' technological competencies (p < 0.05). The results
show that AI-based gamified assessment has a significant effect on the dimensions of information, communication and collaboration, and content creation (p < 0.05), but does not significantly impact problem-solving and safety (p > 0.05). It can be concluded that AI-based gamified assessment is an effective tool for enhancing the learning of technological competencies and their related components among students. As an innovative method, AI-based gamified assessment has a significant impact on the learning of technological competencies and their components. This approach increases student motivation and engagement through interactive and simulated elements, helping them strengthen their practical and technical skills in the field of technology. Based on the findings of this study, it is recommended that instructional designers and education policymakers pay special attention to designing and developing AI-based gamified learning environments as an effective solution to enhance students' technological competencies and prepare them for active participation in the digital society.
Keywords

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