Higher Education Category
Entry ID
617
Participant Type
Team
Expected Stream
Stream 3: Identifying an educational problem, presenting a prototype and providing a comprehensive solution.

Section A: Project Information

Project Title:
Future of Education: GenAI
Project Description (maximum 300 words):

This project aims to solve various problems in the traditional education industry. We utilized cutting-edge GenAI and technical skills and integrated them into a game, making a game-based learning software and learning package. We believed that our game could inspire the education industry and the gaming industry to emerge GenAI in their own industry. There are four main pedagogies framework in our product. They are Bloom’s taxonomy; there will be various quests, providing different levels of teaching. As well as evaluating the level of students’ learning. A game-based learning approach is applied. With various advantages brought by game-based learning, problems existing in the current teaching and learning may be eliminated or simplified. Constructivism is also one of the framework pedagogies in our game as our game encourages human-AI interaction and simulates real environments as well as role-play. Lastly, behaviorism is applied by instant feedback from GenAI and an in-game reward system.


Section B: Participant Information

Personal Information (Team Member)
Title First Name Last Name Organisation/Institution Faculty/Department/Unit Email Phone Number Current Study Programme Current Year of Study Contact Person / Team Leader
Mr. Kwok Him Yeung The Education University of Hong Kong MIT s1145799@s.eduhk.hk 91459917 Bachelor's Programme Year 2
  • YES
Ms. Shu ki Chong The Education University of Hong Kong MIT s1150401@s.eduhk.hk 96017005 Bachelor's Programme Year 2
Mr. Yik Ting Lam The Education University of Hong Kong MIT s1150420@s.eduhk.hk 91332591 Bachelor's Programme Year 2

Section C: Project Details

Please answer the questions from the perspectives below regarding your project.
1.Problem Identification and Relevance in Education (Maximum 300 words)

Firstly, traditional one-way teaching limits student engagement and relevance. Many students, especially in subjects like ancient Chinese literature, find the content impractical and disconnected from modern 21st-century skills. This results in low motivation and questions about the purpose of learning (Chiu, 2025). As the job market now values practical skills, traditional methods, and outdated content no longer meet today’s societal needs.

Secondly, in the AI era, both K-12 and higher education face outdated curricula. With information now easily accessible, learning has shifted from memorizing to verifying knowledge. Companies now prioritize AI literacy, such as prompt engineering and AI response evaluation, rather than just problem-solving. However, educational curricula are slow to adapt.

Thirdly, traditional assessments like exams and essays are losing effectiveness. With the rise of GenAI, students can easily complete these tasks using AI, making it hard to measure true understanding. Despite being discouraged, many students still secretly rely on AI tools.

Moreover, limited class time and large student numbers prevent personalized learning. Teachers struggle to offer tailored content and meaningful feedback, which weakens teaching quality.

Finally, a major issue is GenAI abuse. While grades may improve through AI use, genuine learning is compromised. Students may not internalize knowledge, leading to a superficial understanding and poor long-term outcomes.

In short, the current education system faces significant challenges in engagement, curriculum relevance, assessment effectiveness, personalization, and AI misuse. Reform is urgently needed to align education with the demands of the AI era.

2a. Feasibility and Functionality (for Streams 1&2 only) (Maximum 300 words)

Nil

2b. Technical Implementation and Performance (for Stream 3&4 only) (Maximum 300 words)

Our game is a self-regulated learning game that is student-centered promoting independent learning. We implemented various technical skills to promote quality learning and help students to learn better.
Firstly, most of the game content and game conversations are the work of GenAI. We utilized prompt engineering to design the nearly perfect prompt for each character and to prevent the abuse of GenAI by the users. It increases the sense of storytelling of the game so as to increase the motivation of students in learning.
Secondly, we decided to implement a system prompt with prompt engineering to generate subject-specific questions and provide humanized feedback. We designed a prompt that prompts the AI to include questions of different levels of Bloom’s taxonomy, which could better evaluate students’ performance. Moreover, our game encourages student-designed questions and open questions for students to answer, allowing the evaluation of 21st-century skills of creativity and innovation(Israel, 2015) as well as preventing the abuse of GenAI.
Thirdly, we utilized the skills of Retrieval-augmented generation (RAG) to decrease the possibility of AI hallucination. We selected some subject-specific books and curriculum documents as the document for RAG.
Fourthly, data collection is implemented by javascript for further analysis of students’ performance. All AI-generated questions, students’ answers, and AI feedback will be recorded into a .txt file. This enables further data analysis and helps monitor the performance of the system.
Lastly, Game development skills are used to develop the game-based learning environments with the embedding of Constructivism.
A table is designed to list the technical skills we used.

3. Innovation and Creativity (Maximum 300 words)

Our game-based learning is considered an innovative and creative approach to learning. We utilized the pedagogy of game-based learning to increase students’ motivation to learn. Moreover, an information technology-supported learning environment of immersive learning environment is used for students to learn better. Other than that, self-regulated learning (SRL) and personalized learning experiences could be provided to students with the aid of AI. Likewise, the humanized feedback and score could be given by AI. In addition, with a view of AI abuse, we added a self-design question function for students to design and mark by GenAI. The game-based learning environment is in the form of semi-open world settings, which are entirely built by us, as we believe that this would increase the motivation of students. Moreover, we added a new question type for critiquing GenAI’s work to give quick exposure to information literacy to students. we believe that with the combination of GenAI, immersive learning experience, new assessment method, and AI literacy curriculum, our degree of innovative would be more than enough.

4. Scalability and Sustainability (Maximum 300 words)

Our game-based project has a high level of flexibility and scalability, as well as sustainability. Because of the utilization of a system prompt manner rather than finetuning the GenAI using Lora or reinforcement learning, the teaching content and subjects could be easily changed. The teacher could just edit the system prompt, and the content of the game would be completely changed, which enhances the scalability. Moreover, the reason for using RPG Maker as our game engine is that RPG Maker is a user-friendly tool that promotes low-code games General schoolteachers could easily edit the game content to fulfill the student’s needs as well as the curriculum requirements. Moreover, in the future planning, we plan to add a function that shows AI-generated video in the game that would introduce the subject knowledge and access students’ knowledge in the game all in the game. With this improvement, the whole lesson could be implemented in the game with few teachers’ guidance. This would enhance the practices of blended learning and flipped learning. Moreover, with AI-generated teaching materials and questions, teachers do not need to consume much time to redesign the teaching materials for every class or subject but just edit the prompt. Other than that, our development team would continue to update our game-based learning project to promote sustainability. So we believe our game is highly prompting flexibility and sustainability.

5. Social Impact and Responsibility (Maximum 300 words)

It is believed that with the release of our game-based project, a social impact could be made. We found that game-based learning and AI-generated gaming and teaching materials will be the future trend. Moreover, we combine the latest and cutting-edge technologies such as virtual classrooms, immersive classrooms, artificial intelligence, and metaverse in our game. It is believed that various game-designing companies and educational sectors could be inspired by our game-based product, and a revolution and transformation would be made by AI and with our game as the cutting-edge prototype to inspire the industries. Moreover, it is of utmost importance to use GenAI ethically. We designed our system prompt to limit the response of AI to avoid inappropriate content generated. Other than that, it is believed by our team that promoting technology and Ai AI-assisted learning would be a social responsibility of students studying at the Maths and Information Technology Department at the Education University of Hong Kong. So, we will continue to develop different prototypes and products to solve real-life problems.

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Yes
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