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ThinkBox: when gamification meets artificial intelligence: rethinking learning experiences

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This article argues that combining gamification with artificial intelligence (AI) can substantially redesign learning experiences in both education and corporate training by making them more engaging (via game elements like points, badges, narratives, and progression) while also becoming more adaptive and personalized through data-driven adjustment of difficulty, feedback, and rewards to different learner profiles (including motivational ā€œplayer types,ā€ e.g., via the Hexad model). It stresses that AI’s role should be supportive rather than substitutive—helping educators and trainers with operational tasks and analytics so they can focus on human aspects like dialogue, mediation, motivation, and critical thinking—while warning that the same integration can create ethical and social risks, such as excessive monitoring, manipulation of intrinsic motivation, privacy issues, bias, and widening inequalities through digital exclusion. The piece concludes that the promise of AI+gamification depends on human-centred, transparent, inclusive design, and calls for future research that tests impacts across contexts (including low-connectivity settings) and develops ways to mitigate bias and harmful dependencies.
Este artigo defende que a convergĆŖncia entre gamificação e inteligĆŖncia artificial (IA) pode transformar a aprendizagem em contextos educativos e empresariais, ao tornar as atividades mais envolventes (pontos, emblemas, rankings, nĆ­veis e narrativas) e, simultaneamente, mais personalizadas e adaptativas (ajustando dificuldade, feedback e recompensas com base em dados e perfis motivacionais, como os ā€œtiposā€ do modelo Hexad). No entanto, os autores insistem num ponto que muita gente ignora: isto nĆ£o Ć© para substituir docentes/formadores, mas para lhes dar suporte (anĆ”lise de dados e tarefas operacionais), libertando tempo para o que Ć© irredutivelmente humano — discussĆ£o significativa, motivação, mediação e pensamento crĆ­tico — e alertam para riscos relevantes, incluindo monitorização excessiva, manipulação da motivação intrĆ­nseca por recompensas artificiais, dependĆŖncia de sistemas automatizados e agravamento de desigualdades por exclusĆ£o digital. A conclusĆ£o Ć© clara: o potencial só se concretiza com design centrado no ser humano, transparĆŖncia, privacidade e inclusĆ£o, e com investigação empĆ­rica que teste impactos em contextos diversos (incluindo baixa conectividade) e estratĆ©gias para mitigar enviesamentos.

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Pardim VI, Viana ABN, Isaias PT (2025), "ThinkBox: When gamification meets artificial intelligence: rethinking learning experiences". Revista de Gestao, Vol. 32 No. 1 pp. 66–70, doi: https://doi.org/10.1108/REGE-01-2025-213

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