Digital Game-Based Learning with the Integration of Artificial Intelligence in Physics: What Are the Implications in Teaching and Learning? A Review

Authors

  • Fitri M.N
  • Suriani Abu Bakar Department of Physics, Faculty of Science and Mathematics, Sultan Idris Education University, 35900 Tanjung Malim, Perak, Malaysia
  • Anis Diyana Halim Department of Physics, Faculty of Science and Mathematics, Sultan Idris Education University, 35900 Tanjung Malim, Perak, Malaysia
  • Azzam A.B Department of Physics, Faculty of Science and Mathematics, Sultan Idris Education University, 35900 Tanjung Malim, Perak, Malaysia
  • Adli M Department of Physics, Faculty of Science and Mathematics, Sultan Idris Education University, 35900 Tanjung Malim, Perak, Malaysia
  • Aliya N. Department of Physics, Faculty of Science and Mathematics, Sultan Idris Education University, 35900 Tanjung Malim, Perak, Malaysia
  • Muhammad Dhanil Faculty of Mathematics and Natural Sciences, Universitas Negeri Padang, Padang, Indonesia.

Keywords:

Digital Game-Based Learning (DGBL), Artificial Intelligence, Physics Education

Abstract

Technological advances provide support to education in presenting more relevant and effective learning. One of the technological tools that is popularly implemented in physics learning as a learning medium is Digital Game-Based Learning (DGBL) and Artificial Intelligence (AI). These two technologies have various impacts on their use in the learning process. However, the review of the impact of learning from various previous researchers on the technology on physics learning is still limited. This literature review aims to identify the impact and challenges of applying DGBL and AI in physics learning. The method used for this article review is based on four stages. The first stage is the formulation of planning by determining the formulation of research questions. The second stage is the search for articles from Scopus, ProQuest, ERIC, Google Scholar, and open-access databases. Articles are obtained based on searches with keywords in the title and abstract and are in the range of 2020 to 2024. The third stage is to assess articles based on the focus of studies that discuss AI, DGBL, and physics. The search results resulted in as many as 20 articles that are worth reviewing. Based on the results of the literature review, the fourth stage is to write information about the impact and challenges of using technologies in physics learning. DGBL and AI have proven to be effective in supporting students' interest, motivation, and engagement in learning. AI supports features that can be personalized according to students' learning abilities, and DGBL supports interactive learning presentations. Those various features presented can enhance students' comprehension of concepts for better results in understanding abstract physics material. Those technologies also have their own challenges. The over-reliability of this technology can cause plagiarism in learning and affect students' focus in learning. In general, those technologies strongly support physics learning, especially to encourage interest and motivation in students' learning. This media is a form of technology recommendation for teachers and students to support physics learning.

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Published

2024-12-01

How to Cite

M.N, F., Abu Bakar, S., Halim, A. D., A.B, A., M, A., N., A., & Muhammad Dhanil. (2024). Digital Game-Based Learning with the Integration of Artificial Intelligence in Physics: What Are the Implications in Teaching and Learning? A Review. EDUCATUM Journal of Science, Mathematics and Technology, 11(2), 114-124. https://ejournal.upsi.edu.my/index.php/EJSMT/article/view/11033

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