Intelligent Management and Artificial Intelligence: Trends, Challenges, and Opportunities, Vol.2

Proceedings on 28th European Conference on Artificial Intelligence ECAI 2025 – InMan Workshop

ISBN (online): 978-83-8419-053-1    OAI    DOI: 10.18276/978-83-8419-053-1-18
CC BY-SA   Open Access 

.
MIXED-METHODS OF USER EXPERIENCE EVALUATION OF EDUCATIONAL BOARD GAMES DESIGNED WITH 3D PRINTING TECHNOLOGY

Autorzy: Patryk Wlekły
University of Szczecin

Małgorzata Nermend
University of Szczecin

Julia Leżała
University of Szczecin

Piotr Przetacznik
University of Szczecin
Słowa kluczowe: Educational board games User Experience (UX) 3D printing Mixed-methods research Game-based learning Cognitive development AI in 3D design process
Data publikacji całości:2025-10-02
Liczba stron:10 (254-263)
Klasyfikacja JEL: A29 O33 C93
Cited-by (Crossref) ?:

Abstrakt

Purpose: The study aimed to evaluate Adventure Seekers, an educational board game designed with the support of 3D printing and artificial intelligence–assisted prototyping tools. Its primary goal was to assess how children experience the game cognitively, emotionally, and socially, and to determine how AI-supported design can enhance inclusivity and engagement in game-based learning. Need for the study: Although board games are widely recognized as effective educational tools, few studies have examined how user experience (UX) evaluation and AI-assisted design processes influence children’s learning engagement. By integrating UX assessment with AI-driven prototyping, this research addresses the growing need for inclusive, data-informed, and technologically enhanced learning environments. Methodology: A mixed-methods approach was employed, combining post-game surveys (quantitative data) with in-situ and post-session interviews (qualitative data). The study involved 81 participants aged 10–13, tested in real-world educational settings such as schools and scouting centers. Game components were modeled with Meshy.ai and ChatGPT to accelerate prototyping and adapt designs based on user feedback. Findings: The results indicate a highly positive user experience. Ninety-three percent of participants found the game visually appealing, 88% rated the rules as easy to understand, and 90% expressed a willingness to play again. Statistical analysis (Cronbach’s α = 0.87; logistic regression R² = 0.42) showed that visual appeal and curiosity were the strongest predictors of replay intention. Interview data confirmed strong emotional engagement, cooperation, and enjoyment, with minor improvement suggestions related to component size and game variety. Practical Implications: The study demonstrates that combining 3D printing and AI-assisted design supports faster iteration, personalization, and inclusive usability in educational games. It also provides a methodological model for integrating UX research into the development of pedagogical tools. These findings highlight how AI can function as a creative partner in designing learning materials that are not only functional but emotionally resonant and engaging for young learners.
Pobierz plik

Plik artykułu