Technological innovation in the gamification of Earth sciences the example of “Evolutionary” and the use of AI

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Irene Cambronero
Dánae Sanz-Pérez
Alejandra García-Frank

“Evolutionary” was created in 2019 as part of the XIX Madrid Science and Innovation Week to disseminate palaeontology and geology concepts through a board game. However, the pandemic derived from SARS-COVID-19 forced us to adapt this game to an online format in 2020 and 2021. To carry out this adaptation, we used accessible and simple tools, easy to replicate without the need for prior programming knowledge. Microsoft Office PowerPoint was key in adapting “Evolutionary” thanks to tools such as animations or the generation of hyperlinks, allowing the creation of interactive and attractive presentations that captured the audience’s attention. Whenever possible, the original game tests were adapted with this software, and when not, external online resources were used and shared via links through the Google Meet chat. These innovations introduced in the game motivated the creation of new game tests and the evaluation of generative Artificial Intelligences as a teaching and dissemination resource. Therefore, the virtual adaptation has made it possible to create new dynamics in an easy way that do not arise with the face[1]to-face game, but it also allows the use of innovative tools such as Artificial Intelligence to generate gamification resources that teach participants to be critical and to make responsible and ethical use of it.

Keywords
Artificial Intelligence, didactic resources, online activity, palaeontology, scientific, scientific dissemination

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How to Cite
Cambronero, Irene et al. “Technological innovation in the gamification of Earth sciences: the example of ‘Evolutionary’ and the use of AI”. Enseñanza de las Ciencias de la Tierra, vol.VOL 30, no. 1, pp. 72-82, https://raco.cat/index.php/ECT/article/view/432542.

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