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Improving STEM Competences by Using Artificial Intelligence to Generate Video Games Based on Student Written Stories

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Information Experience and Information Literacy (ECIL 2023)

Abstract

In this paper the results of conducted research as a prerequisite for a model developed in order to foster STEM competences of non-STEM students are presented and elaborated. To provide an effective teaching approach for non-STEM students a model that uses advanced artificial technology has been formed. In this model students learned about STEM subjects by using information technology paired with artificial intelligence (AI). More precisely, students boosted their literacy skills by writing a story to use as a scenario. This scenario had to be structured well-enough to be processed by algorithms based on AI that generated a video game based on a created scenario. This process was based on the gamification method with an aim to support strengthening four different competences: (1) literary competences, (2) writing in a foreign language, (3) coding and STEM skills, and (4) lifelong learning competences.

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Correspondence to Ivana Ogrizek Biškupić .

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Biškupić, I.O., Konecki, M., Konecki, M. (2024). Improving STEM Competences by Using Artificial Intelligence to Generate Video Games Based on Student Written Stories. In: Kurbanoğlu, S., et al. Information Experience and Information Literacy. ECIL 2023. Communications in Computer and Information Science, vol 2042. Springer, Cham. https://doi.org/10.1007/978-3-031-53001-2_4

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  • DOI: https://doi.org/10.1007/978-3-031-53001-2_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-53000-5

  • Online ISBN: 978-3-031-53001-2

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