Potential Abstract: This research article explores the intersection of ungrading practices, gamefied learning, ChatGPT technology, and Kristeva’s theory within the realm of education. The traditional grading system has long been criticized for its limitations in fostering genuine learning and intrinsic motivation among students. In response, the concept of ungrading has emerged as a pedagogical approach that prioritizes feedback, growth, and reflection over numeric evaluations. Building on this, the integration of gamefied elements into education aims to enhance student engagement, agency, and creativity by leveraging principles from game design. Furthermore, the utilization of advanced technologies such as ChatGPT, a language model powered by artificial intelligence, offers new possibilities for personalized and adaptive learning experiences.
Drawing on Kristeva’s framework of intertextuality and semiotics, this study investigates how the synergy of ungrading, gamefied strategies, and ChatGPT technology can transform traditional educational practices. By considering the interconnectedness of language, meaning-making, and identity formation in education, we examine the potential of these innovative approaches to nurture critical thinking, collaboration, and self-expression among learners. Through a mixed-methods research design, including qualitative analysis of student reflections, interviews, and quantitative assessment data, this study aims to provide empirical insights into the effectiveness and implications of integrating these pedagogical elements.
Potential References:
- ChatGPT: Should It Have a Role in Education? Check for updates
- Ungrading: The Case for Abandoning Institutionalized Assessment Protocols and Improving Pedagogical Strategies
- Imagining Computing Education Assessment after Generative AI
- Is AI changing learning and assessment as we know it? Evidence from a ChatGPT experiment and a conceptual framework
- Evaluating the use of ChatGPT’s perceptible affordances to automate affective feedback in gamified platforms