Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI
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| Title: | Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI |
|---|---|
| Language: | English |
| Authors: | Jinhee Kim (ORCID |
| Source: | European Journal of Education. 2026 61(2). |
| Availability: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 16 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research Tests/Questionnaires |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Game Based Learning, Asynchronous Communication, Artificial Intelligence, Digital Literacy, Higher Education, Required Courses, College Freshmen, Cognitive Processes, Affective Behavior, Student Behavior, Ethics, Student Attitudes |
| DOI: | 10.1111/ejed.70658 |
| ISSN: | 0141-8211 1465-3435 |
| Abstract: | Educators in higher education face persistent challenges in scaling AI literacy across disciplines and helping novice learners understand abstract AI concepts. Although research on game-based learning (GBL) reports mixed outcomes, few studies have examined its large-scale use in mandatory, asynchronous AI literacy courses for diverse undergraduate populations. Addressing this gap, this study investigates a scalable GBL-based AI literacy course delivered to 4898 first-year undergraduates across disciplines. Using a mixed-methods design with 311 valid pre- and post-survey responses and 20 interviews, the study evaluates students' cognitive, behavioural, affective, and ethical learning of AI. Quantitative results show significant improvements in overall AI literacy across cognitive, behavioural, and affective dimensions, while ethical learning gains were not statistically significant. Qualitative findings suggest that GBL stimulated students' epistemic curiosity and engagement with AI ethics while revealing pedagogical, technical, and learner-centered challenges. The study provides large-scale empirical evidence and proposes an instructional design framework for scalable AI literacy integration in higher education. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1506840 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1506840 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Jinhee+Kim%22">Jinhee Kim</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3365-7354">0000-0002-3365-7354</externalLink>)<br /><searchLink fieldCode="AR" term="%22Guang+Yang%22">Guang Yang</searchLink><br /><searchLink fieldCode="AR" term="%22Wing+Sha+Chan%22">Wing Sha Chan</searchLink><br /><searchLink fieldCode="AR" term="%22Xi+Lin%22">Xi Lin</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2387-4117">0000-0003-2387-4117</externalLink>)<br /><searchLink fieldCode="AR" term="%22Yukyeong+Song%22">Yukyeong Song</searchLink><br /><searchLink fieldCode="AR" term="%22Na+Li%22">Na Li</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2395-3499">0000-0003-2395-3499</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22European+Journal+of+Education%22"><i>European Journal of Education</i></searchLink>. 2026 61(2). – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 16 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research<br />Tests/Questionnaires – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Asynchronous+Communication%22">Asynchronous Communication</searchLink><br /><searchLink fieldCode="DE" term="%22Artificial+Intelligence%22">Artificial Intelligence</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+Literacy%22">Digital Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22Required+Courses%22">Required Courses</searchLink><br /><searchLink fieldCode="DE" term="%22College+Freshmen%22">College Freshmen</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+Processes%22">Cognitive Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Affective+Behavior%22">Affective Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Behavior%22">Student Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Ethics%22">Ethics</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1111/ejed.70658 – Name: ISSN Label: ISSN Group: ISSN Data: 0141-8211<br />1465-3435 – Name: Abstract Label: Abstract Group: Ab Data: Educators in higher education face persistent challenges in scaling AI literacy across disciplines and helping novice learners understand abstract AI concepts. Although research on game-based learning (GBL) reports mixed outcomes, few studies have examined its large-scale use in mandatory, asynchronous AI literacy courses for diverse undergraduate populations. Addressing this gap, this study investigates a scalable GBL-based AI literacy course delivered to 4898 first-year undergraduates across disciplines. Using a mixed-methods design with 311 valid pre- and post-survey responses and 20 interviews, the study evaluates students' cognitive, behavioural, affective, and ethical learning of AI. Quantitative results show significant improvements in overall AI literacy across cognitive, behavioural, and affective dimensions, while ethical learning gains were not statistically significant. Qualitative findings suggest that GBL stimulated students' epistemic curiosity and engagement with AI ethics while revealing pedagogical, technical, and learner-centered challenges. The study provides large-scale empirical evidence and proposes an instructional design framework for scalable AI literacy integration in higher education. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1506840 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1506840 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1111/ejed.70658 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 16 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Asynchronous Communication Type: general – SubjectFull: Artificial Intelligence Type: general – SubjectFull: Digital Literacy Type: general – SubjectFull: Higher Education Type: general – SubjectFull: Required Courses Type: general – SubjectFull: College Freshmen Type: general – SubjectFull: Cognitive Processes Type: general – SubjectFull: Affective Behavior Type: general – SubjectFull: Student Behavior Type: general – SubjectFull: Ethics Type: general – SubjectFull: Student Attitudes Type: general Titles: – TitleFull: Game-Based Learning for Asynchronous AI Literacy Course: Approach to Improve Students' Cognitive, Behavioural, Affective, and Ethical Learning of AI Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Jinhee Kim – PersonEntity: Name: NameFull: Guang Yang – PersonEntity: Name: NameFull: Wing Sha Chan – PersonEntity: Name: NameFull: Xi Lin – PersonEntity: Name: NameFull: Yukyeong Song – PersonEntity: Name: NameFull: Na Li IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 0141-8211 – Type: issn-electronic Value: 1465-3435 Numbering: – Type: volume Value: 61 – Type: issue Value: 2 Titles: – TitleFull: European Journal of Education Type: main |
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