18th European Conference on Game Based Learning, Arhus, Danimarka, 3 - 04 Ekim 2024
This study investigates the acceptance of Generative AI (Gen-AI) among teacher candidates within the context of the Big Five personality traits and their personal perspectives, followed by design of an escape room game to increase acceptance levels. The research consists of two stages. In the first stage, a correlational survey method was used to examine the relationships between personality traits (Extraversion, Agreeableness, Conscientiousness, Emotional Stability, and Openness) and Gen-AI acceptance levels among a sample of 415 university students. The study employed the Turkish version of the “Ten-Item Personality Inventory (TIPI)” to assess the Big Five personality traits, while the “Generative AI Acceptance Scale” was used to measure the acceptance of Gen-AI. The results revealed that Conscientiousness had a significant positive relationship with acceptance scale scores and academic success. ANOVA and post-hoc analyses indicated significant differences in acceptance scores across different levels of Conscientiousness and Emotional Stability.
Additionally, a supplementary survey explored participants' experiences and usage patterns with Gem-AI tools, showing that most participants occasionally use AI for academic purposes like assignments and brainstorming. Qualitative data revealed key concerns among teacher candidates regarding Gen-AI acceptance, laying a strong foundation for the next stage, which is the game design. Participants expressed concerns about the accuracy and reliability of Gen-AI, potential dependence leading to reduced critical thinking and ethical implications, particularly the spread of misinformation. While they recognized the utility of AI, participants offered a nuanced view, acknowledging its potential benefits while warning against its misuse.
Following the first stage, an escape room game was designed to enhance AI acceptance by immersing participants in a scenario where they must collaborate with AI to solve puzzles and escape from a controlled environment. The escape room game aims not only to increase AI acceptance but also to provide a dynamic learning experience, demonstrating the practical applications of AI in education. The results from this stage and details of the escape room game will be introduced during the presentation.
Note: This study was supported by Scientific Research Coordination Unit of Anadolu University under the project number "SBA-2024-2547".