Traditional university lessons do not provide students with the opportunity to put theoretical concepts into practice. Project-Based Learning is designed to involve students through the proposition of real-word problems in the form of a project. The main objective of this work is to improve several aspects of the student’s learning experience (e.g., their motivation and interest) through practical experience during a master degree course in Artificial Intelligence. We propose an application of Project-Based Learning through the use of a game-based competition. The experience is designed as an activity that takes place in parallel with respect to the usual lessons. Then, we assessed the significance and the impact of this approach, from the educational point of view, through questionnaires proposed to the students involved. The results of a 3-year study involving more than 200 students are positive. Students reacted favorably to the experience: they think this experience improved their knowledge of AI, their motivation, and their skills. The competitive aspect is considered beneficial from multiple perspectives. Finally, the design of the experience seems to be robust and remains effective in a setting of remote lectures.
DE FILIPPO, A., Galassi, A., Soriani, A., Trisolini, G., Baldo, F., Chesani, F., et al. (2025). Improving the Teaching of Artificial Intelligence Through Project-Based Learning on a Board Game. INTELLIGENZA ARTIFICIALE, 0(0), 1-13 [10.1177/17248035241297789].
Improving the Teaching of Artificial Intelligence Through Project-Based Learning on a Board Game
Allegra De Filippo
Co-primo
Writing – Review & Editing
;Andrea Galassi
Co-primo
Writing – Review & Editing
;Alessandro Soriani
Co-primo
Writing – Review & Editing
;Giada Trisolini
Co-primo
Writing – Review & Editing
;Federico Baldo
;Federico Chesani
;Paola Mello
;Michela Milano
2025
Abstract
Traditional university lessons do not provide students with the opportunity to put theoretical concepts into practice. Project-Based Learning is designed to involve students through the proposition of real-word problems in the form of a project. The main objective of this work is to improve several aspects of the student’s learning experience (e.g., their motivation and interest) through practical experience during a master degree course in Artificial Intelligence. We propose an application of Project-Based Learning through the use of a game-based competition. The experience is designed as an activity that takes place in parallel with respect to the usual lessons. Then, we assessed the significance and the impact of this approach, from the educational point of view, through questionnaires proposed to the students involved. The results of a 3-year study involving more than 200 students are positive. Students reacted favorably to the experience: they think this experience improved their knowledge of AI, their motivation, and their skills. The competitive aspect is considered beneficial from multiple perspectives. Finally, the design of the experience seems to be robust and remains effective in a setting of remote lectures.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.