DESIGNING AND DEVELOPING THE AI - GENERATED DIGITAL GAMES FOR TEACHING THE TOPIC “MAP SCALE” IN GRADE 5

DESIGNING AND DEVELOPING THE AI - GENERATED DIGITAL GAMES FOR TEACHING THE TOPIC “MAP SCALE” IN GRADE 5

Nguyen Thi Thanh Tuyen nguyenthithanhtuyen@hvu.edu.vn Hung Vuong University Nong Trang ward, Phu Tho province, Vietnam
Summary: 
In the context of today’s rapidly advancing digital transformation, Artificial Intelligence (AI) is creating new opportunities for the design and development of digital games for educational purposes, especially at the primary school level. However, research on a systematic set of principles and procedures for designing AI-supported digital games in primary Mathematics education remains limited. This paper uses two research methods: document analysis and literature synthesis. The new contribution of the study is the proposal of a set of five principles and a four-step process for developing AI-supported digital games for the topic of “Map Scale” including: Defining objectives and developing game ideas; identifying the core game design components; using prompts to transform ideas into digital games; and testing, evaluating, and improving the games. The study also illustrates the process of disigning and developing an AI-supported digital game for teaching the topic of “Map Scale”. Through illustrative examples, the study suggests the potential application of AI in supporting digital game design, creating diverse learning content, and developing interactive forms suitable for the learning characteristics of primary school students.
Keywords: 
AI-supported digital games
map scale
principles
Procedures
grade 5.
Refers: 

[1] Anggoroa, B. S., Dewantarab, A. H., Suhermana, S., Muhammada, R. R. & Saraswatid, and S. (2025). Effect of game-based learning on students’ mathematics high order thinking skills : A meta analysis. Revista de Psicodidáctica, 30(1), 500158. https://doi.org/10.1016/j.psicoe.2024.500158

[2] Chen, C. & Chang, C. (2024). On science learning outcomes, intrinsic motivation. Education and Information Technologies, 29(14), 18621-18642. https://doi.org/10.1007/s10639-024-12553-x

[3] Eladhari, M. P., Sullivan, A., Smith, G. & McCoy, J. (2011). AI-based game design: Enabling new playable experiences. UC Santa Cruz Baskin School of Engineering, Santa Cruz, CA, 2.

[4] Gu, Z. (2025). Exploration on the Practical Path of Digital Transformation of Education. The 2nd Guangdong-Hong Kong-Macao Greater Bay Area Education Digitalization and Computer Science International Conference (EDCS 2025), April 1820, 2025, Shenzhen, China, 1(1), pp.331–336. https:// doi.org/10.1145/3746469.3746524

[5] Juul, J. (2003). The game, the player, the world: looking for a heart of gameness. DiGRA Digital Library. https://doi.org/10.26503/dl.v2003i1.65

[6] Kumaran, V., Rowe, J., Mott, B. & Lester, J. (2023). Scenecraft: automating interactive narrative scene generation in digital games with large language models. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 19(1), pp.86-96. https://doi. org/10.1609/aiide.v19i1.27504

[7] Moon, J., Lee, U., Koh, J., Jeong, Y., Lee, Y., Byun, G. & Lim, J. (2024). Generative artificial intelligence in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge and Learning, 30(1), pp.447 459.

[8] Nguyen Thi Thu Hang & Cao Bich Phuong. (2025). Developing and using digital learning resources in teaching natural and social sciences at the primary level : a survey study in thai nguyen province, Vietnam. European Journal of Education Studies, 12(11), pp.244-259. https://doi.org/10.46827/ejes. v12i11.6283

[9] Nguyễn Ngọc Đan, Mai Lê Phương Trinh, Nguyễn Ngọc Minh Hậu, Nguyễn Hà Vy & Bùi Thị Hồng. (2024). Thiết kế và xây dựng trò chơi kĩ thuật số trong dạy học môn Toán lớp 3. Tạp chí Khoa học Giáo dục Việt Nam, 20(S1). https://doi. org/10.15625/2615-8957/12420122.

[10] Pathania, M., Singh, C. P., Kaur, D. P. & Mantri, A. (2025). Effects of Self-Adaptive Approach of Iterative Game Based Learning on Performance and Satisfaction of Elementary School Students in Mathematics: An Action Research Field Experiment. SN Computer Science, 6(5). https://doi. org/10.1007/s42979-025-04071-5.

[11] Phạm Huyền Trang. (2026). Thiết kế và xây dựng trò chơi kĩ thuật số trong dạy học “một số yếu tố thống kê cho học sinh tiểu học với sự hỗ trợ của AI”. Tạp chí Khoa học Giáo dục Việt Nam, tập 22(03 (2026)). https://doi.org/https://doi.org/10.15625/2615 8957/12610311

[12] Rocha, M. & Dondio, P. (2021). Effects of a videogame in math performance and anxiety in primary school. International Journal of Serious Games, 8(3), pp.45-70. https://doi.org/10.17083/ijsg.v8i3.434

[13] Trần Nam Dũng, Khúc Thành Chính, Đinh Thị Xuân Dung, Nguyễn Kính Đức, Đậu Thị Huế, Đinh Thị Kim Lan & Huỳnh Thị Kim Trang. (2025). Toán 5, tập một, NXB Giáo dục Việt Nam.

[14] Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (Vol. 86). Harvard university press.

[15] Wen, Z. & Chu, S. K. W. (2026). Integrating AI into educational game design: an AI-enhanced MDA framework. Research in Learning Technology, 34. https://doi.org/10.25304/rlt.v34.3746.

[16] Wu, J. G. (2025). Game on ! Digital Gaming and Augmented Reality / Virtual Reality in Language Learning. 15(1), pp.1-15. https://doi.org/10.4018/IJCALLT.367601

[17] Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P. & Huang, J. (2024). Heliyon Effects of digital game-based learning on students’ digital etiquette literacy , learning motivations and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j. heliyon.2023.e23490

[18] Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), pp.25-32. https:// doi.org/10.1109/mc.2005.297

Articles in Issue