Abstract
This study investigates the integration of Artificial Intelligence Generated (AI-generated) gamified quizzes in an online special education module in higher education, focusing on question quality, student engagement, and its potential to identify at-risk students. AI-generated quizzes were developed using Quizizz. These questions were reviewed by experts in special needs education to evaluate their quality in terms of clarity, relevance, cognitive demand, applicability, and feedback potential. Engagement data for different teaching materials, including AI-generated quizzes, instructional documents, and lecture recordings, were collected and analysed over seven weeks to assess their relative effectiveness in maintaining student engagement. Additionally, semi-structured interviews were conducted to gather qualitative insights into student preferences, interactions, and perceptions regarding the various learning tools used in the module. The findings revealed that the majority of AI-generated questions were suitable for direct use, while a notable proportion required modification and a smaller share was excluded. AI-generated gamified quizzes produced an initial significant boost in student engagement, followed by a decline over time, indicating a need for adaptive strategies to sustain interest. Also, it was found that lower quiz performance correlated with poorer exam outcomes, highlighting the questions’ predictive potential for identifying at-risk students and enabling timely interventions. Students appreciated the interactive nature and immediate feedback of the AI-generated quizzes, which helped them identify areas for improvement. This study concludes that AI-generated gamified quizzes have significant potential for creating and enhancing student engagement and reducing the workload for instructors. However, human oversight remains crucial to addressing limitations in cognitive demand and the quality of feedback. The findings provide valuable insights into how time-constrained academics can use AI-driven learning tools to create effortless, engaging and effective educational materials.
| Original language | English |
|---|---|
| Journal | Education and Information Technologies |
| Early online date | 19 Sept 2025 |
| DOIs | |
| Publication status | E-pub ahead of print - 19 Sept 2025 |
| Externally published | Yes |
Data Availability Statement
The datasets used and/or analysed are available from the corresponding author upon reasonable request.Funding
No funding.
Keywords
- AI-generated content
- At-risk students
- Gamification
- Generative AI
- Special education
- Student engagement
ASJC Scopus subject areas
- Education
- Library and Information Sciences