Location
Hilton Hawaiian Village, Honolulu, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
3-1-2024 12:00 AM
End Date
6-1-2024 12:00 AM
Description
Artificial intelligence (AI) is increasingly integrated into human life, requiring individuals to acquire AI literacy, i.e., the skills necessary to collaborate with AI. However, recent research suggests that (first-level) AI literacy might not be sufficient for purposeful human-AI collaboration. Instead, humans also need metaknowledge (i.e., second-level knowledge of their knowledge). As AI increasingly possesses human-like capabilities, knowing what one knows is crucial to making optimal decisions. Therefore, this study investigates how to build metaknowledge of one’s AI literacy. Drawing on self-determination theory and gamification research, we developed a gamified learning experience to increase learners’ AI literacy metaknowledge. In a between-group experiment (n=101), we found that our gamified (vs. a text-based) learning experience increases AI literacy and AI literacy metaknowledge. We contribute to AI literacy literature by exposing the potential of gamification for AI education and by providing design knowledge for AI literacy learning experiences.
Recommended Citation
Pinski, Marc; Haas, Miguel-José; and Benlian, Alexander, "Building Metaknowledge in AI Literacy – The Effect of Gamified vs. Text-based Learning on AI Literacy Metaknowledge" (2024). Hawaii International Conference on System Sciences 2024 (HICSS-57). 6.
https://aisel.aisnet.org/hicss-57/ks/education/6
Building Metaknowledge in AI Literacy – The Effect of Gamified vs. Text-based Learning on AI Literacy Metaknowledge
Hilton Hawaiian Village, Honolulu, Hawaii
Artificial intelligence (AI) is increasingly integrated into human life, requiring individuals to acquire AI literacy, i.e., the skills necessary to collaborate with AI. However, recent research suggests that (first-level) AI literacy might not be sufficient for purposeful human-AI collaboration. Instead, humans also need metaknowledge (i.e., second-level knowledge of their knowledge). As AI increasingly possesses human-like capabilities, knowing what one knows is crucial to making optimal decisions. Therefore, this study investigates how to build metaknowledge of one’s AI literacy. Drawing on self-determination theory and gamification research, we developed a gamified learning experience to increase learners’ AI literacy metaknowledge. In a between-group experiment (n=101), we found that our gamified (vs. a text-based) learning experience increases AI literacy and AI literacy metaknowledge. We contribute to AI literacy literature by exposing the potential of gamification for AI education and by providing design knowledge for AI literacy learning experiences.
https://aisel.aisnet.org/hicss-57/ks/education/6