TY - GEN
T1 - An Instructor's Lens into the Role of AI in Teaching Experimental Research via Gamification
AU - Maram, Sai Siddartha
AU - Amato, Anna
AU - Troiano, Giovanni M.
AU - Sutherland, Steven C.
AU - Matuk, Camillia
AU - Melcer, Edward
AU - Carstensdottir, Elin
AU - Harteveld, Casper
AU - Seif El-Nasr, Magy
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s).
PY - 2024/4/8
Y1 - 2024/4/8
N2 - In higher education, while there's an emphasis on training students in diverse research methods and offering hands-on experimental research experience, traditional textbooks often miss real-world intricacies, especially with human subjects. Recently, gamified techniques using interactive narratives have emerged as a popular teaching tool, allowing students to design experiments within a storyline and gather real-world data. Despite their promise, challenges persist in conveying complex terminology, biases, and methods, and in seamlessly integrating research questions into these narratives. Additionally, ensuring aesthetic coherence and tracking variable manipulations add layers of complexity. With the advent of AI tools like feedback providers, question generators, and chatbots in classrooms, this paper, based on workshops and instructor interviews, seeks to outline the potential of AI in enhancing the teaching and learning experience of experimental research using interactive narratives.
AB - In higher education, while there's an emphasis on training students in diverse research methods and offering hands-on experimental research experience, traditional textbooks often miss real-world intricacies, especially with human subjects. Recently, gamified techniques using interactive narratives have emerged as a popular teaching tool, allowing students to design experiments within a storyline and gather real-world data. Despite their promise, challenges persist in conveying complex terminology, biases, and methods, and in seamlessly integrating research questions into these narratives. Additionally, ensuring aesthetic coherence and tracking variable manipulations add layers of complexity. With the advent of AI tools like feedback providers, question generators, and chatbots in classrooms, this paper, based on workshops and instructor interviews, seeks to outline the potential of AI in enhancing the teaching and learning experience of experimental research using interactive narratives.
KW - artificial intelligence
KW - education
KW - gamification
KW - research methods
UR - http://www.scopus.com/inward/record.url?scp=85197680026&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85197680026&partnerID=8YFLogxK
U2 - 10.1145/3605098.3636131
DO - 10.1145/3605098.3636131
M3 - Conference contribution
AN - SCOPUS:85197680026
T3 - Proceedings of the ACM Symposium on Applied Computing
SP - 98
EP - 100
BT - 39th Annual ACM Symposium on Applied Computing, SAC 2024
PB - Association for Computing Machinery
T2 - 39th Annual ACM Symposium on Applied Computing, SAC 2024
Y2 - 8 April 2024 through 12 April 2024
ER -