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Att visualisera det förflutna: Hur AI-genererade bilder och spelifiering kan främja lärande inom historia
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Visualizing the past : How AI-generated images and gamification can enhance learning in history (English)
Abstract [sv]

Syftet med denna studie är att undersöka i vilken utsträckning AI-genererade bilder i kombination med spelifiering (gamification) kan främja elevers lärande inom skolämnet historia. För att besvara frågeställningen genomfördes en kvantitativ enkätstudie med elever i årskurs 8, som fick interagera med en webbapplikation som innehöll AI-genererade bilder och quizbaserade moment. Därefter besvarade eleverna en enkät om sin upplevelse. Studien fokuserar på kortsiktiga effekter. Resultatet visar en tydligt positiv respons från majoriteten av eleverna. De upplevde att de AI-genererade bilderna ökade deras förståelse och engagemang för det historiska innehållet. Många angav också att de i högre grad kom ihåg innehållet och kände sig mer motiverade att lära sig jämfört med traditionella undervisningsmetoder.

En öppen frågeställning i enkäten gav eleverna möjlighet att reflektera fritt över sin upplevelse, vilket lyfte viktiga aspekter kring AI-bildens trovärdighet. Flera elever uttryckte att bilderna ibland kändes för moderna, vilket belyser behovet av källkritik och pedagogisk vägledning vid användning av AI-verktyg i undervisningen. Studien visar på stor potential för AI-bildgenerering och spelifiering som pedagogiskt stöd i historieundervisning. Samtidigt bör resultaten tolkas med viss försiktighet, då studien enbart undersöker kortsiktiga effekter inom en specifik elevgrupp.

Abstract [en]

The purpose of this study is to explore the extent to which AI-generated images in combination with gamification can improve students' learning of history in school. To explore this question, a quantitative survey was completed with students in grade 8, who were asked to interact with a web application that contained AI-generated images and quiz-based elements. Afterwards, the students answered a questionnaire about their experience. The study focuses on short-term effects. The results show a clearly positive response from the majority of students. They felt that the AI-generated images increased their understanding and engagement with the historical content. Many also indicated that they remembered the content to a greater extent and felt more motivated to learn compared to traditional teaching methods.

An open-ended question in the survey gave students the opportunity to reflect freely on their experience, highlighting important aspects of the authenticity of AI images. Several students expressed that the images sometimes felt too modern, which highlights the need for a critical view and pedagogical guidance when using AI tools in teaching. The study shows great potential for AI image generation and gamification as pedagogical support in history teaching. At the same time, the results should be viewed with some caution, as the study only examines short-term effects within a specific student group.

Place, publisher, year, edition, pages
2025. , p. 14
Keywords [en]
Artificial Intelligence, AI Image Generation, Gamification, Visual Learning, History
Keywords [sv]
Artificiell intelligens, AI-bildgenerering, Spelifiering, Visuellt lärande, Historia
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:bth-28375OAI: oai:DiVA.org:bth-28375DiVA, id: diva2:1985163
Subject / course
ME1659 Bachelor Thesis in Media Technology
Supervisors
Examiners
Available from: 2025-08-08 Created: 2025-07-22 Last updated: 2025-09-30Bibliographically approved

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