The integration of artificial intelligence in education has the potential to revolutionize personalized learning by adapting instructional methods, content, and pace to the individual needs of students. This systematic review investigates the integration of artificial intelligence into personalized learning within higher education. An extensive literature search was conducted across multiple databases, yielding 17,899 records from which 45 studies met the inclusion criteria. The risk of bias was assessed using a standardized ranking system. This systematic review follows the PRISMA guidelines to ensure transparency in study selection, data extraction, and synthesis. The findings of the review are synthesized to examine how AI-driven solutions enhance adaptive learning, improve student engagement, and streamline administrative processes. The results indicate that AI technologies can significantly optimize educational outcomes by tailoring content and feedback to individual learner needs. However, several challenges persist, such as ethical concerns, data privacy issues, and the necessity for effective teacher training to support technology integration. This analysis reveals considerable potential for AI to transform educational practices, while also emphasizing the importance of establishing standardized evaluation frameworks and conducting longitudinal studies. The implications of these findings are critical for educators, policymakers, and university administrators aiming to leverage AI for educational innovation and sustainable transformation.
15 July 2016 in Journal of New Approaches in Educational Research
This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.
4 November 2022 in Education and Information Technologies
Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence, game-based learning, accessibility, and enjoyment are relevant factors that influence the acceptance of the use of video games as a learning aid in the context of physical education, as well as their influence on academic performance in the subject itself. The study enlisted the participation of 166 secondary school students. A quasi-experimental pre-post design with a non-equivalent control group was used. The intervention consisted of a specific training program entailing nine one-hour sessions once a week. To develop the model, the data was analysed using the optimisation technique of partial least squares (PLS). Our findings show that the factors studied, which are accessibility, enjoyment, technological competence and learning through video games, have an impact on students’ acceptance of video games as an educational tool and how this positive relationship leads to enhanced academic performance in physical education.
14 March 2023 in Education and Information Technologies
Much research has been done on the benefits of video games in a physical education context (Camunas-Vega & Alcaide-Risoto, 2020; Fang et al., 2020). However, little attention has so far been paid to the effectiveness of commercial video games combined with actual basketball practice in helping students improve their reasoning skills (Chuang et al., 2021; Rogers et al., 2020). The study presents a quasi-experimental pre-post design with a control group in order to evaluate the impact of a specific training program in reasoning with the video game NBA 2K16. A convenience sample of 215 high school students participated in the study. Three reasoning subscales of the Evalua-9 psycho-pedagogical test (inductive α = 0.88; deductive α = 0.85; spatial α = 0.89) were used for data collection. Our findings show a significant moderate effect in the students who participated in the training program. An additional outcome was that sex differences in spatial and deductive reasoning in the pre-test disappeared in the post-test. We discuss the educational implications of the use of the video game as the main learning tool to enhance the reasoning process of Secondary Education students in Physical Education.
24 March 2025 in Social Sciences & Humanities Open
Gamification, defined as the application of game-like elements in non-game contexts to enhance motivation and engagement, has emerged as a promising strategy in physical education, enhancing student motivation, engagement, and physical activity through the integration of game-like elements into educational practices. However, the design and implementation of these platforms often overlook crucial ergonomic principles, which could have affected both the learning experience and the physical and cognitive well-being of users. This literature review aimed to examine the application of ergonomic principles in gamified physical education platforms, assess their impact on motivation and learning outcomes, and offer recommendations for improving future designs. Following a comprehensive literature search, eight peer-reviewed articles published between 2013 and 2024 were reviewed. The findings emphasized the importance of accessibility, cognitive load management, and visual design in creating effective gamified learning environments. Although the potential of gamification in physical education was evident, several gaps, including the lack of longitudinal studies and limited attention to diverse and disadvantaged contexts, needed to be addressed to create more inclusive, safe, and effective platforms. This review identified key gaps in ergonomic design within gamified PE platforms and highlighted the need for future research to standardize ergonomic frameworks and expand inclusivity in educational game-based environments. Specific recommendations included integrating accessibility features, managing cognitive load, and designing user-centered platforms for diverse contexts.