Educational Games and the Potential of AI to Transform Writing Across the Curriculum
Abstract
:1. Introduction
1.1. Including Students with Disabilities in Learning STEM Through Games
1.2. Important Features in Educational Games
1.3. Generative AI to the Rescue: Potential Use
1.4. Writing Across the Curriculum
2. Materials and Methods
Data Collection
3. Results and Discussion
3.1. Content-Driven and Relevant
3.2. Accessibility and Navigation
3.3. Personalization
3.4. Collaborative, Engaging, and Interactive
3.5. Meaningful and Usable Data
4. Application
AI to Support Writing Across the Curriculum
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
STEM | Science, Technology, Engineering, Mathematics |
UDL | Universal Design for Learning |
AI | Artificial Intelligence |
WEGO | Writing Efficiently with Graphic Organizers |
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Evmenova, A.S.; Regan, K.; Mergen, R.; Hrisseh, R. Educational Games and the Potential of AI to Transform Writing Across the Curriculum. Educ. Sci. 2025, 15, 567. https://doi.org/10.3390/educsci15050567
Evmenova AS, Regan K, Mergen R, Hrisseh R. Educational Games and the Potential of AI to Transform Writing Across the Curriculum. Education Sciences. 2025; 15(5):567. https://doi.org/10.3390/educsci15050567
Chicago/Turabian StyleEvmenova, Anya S., Kelley Regan, Reagan Mergen, and Roba Hrisseh. 2025. "Educational Games and the Potential of AI to Transform Writing Across the Curriculum" Education Sciences 15, no. 5: 567. https://doi.org/10.3390/educsci15050567
APA StyleEvmenova, A. S., Regan, K., Mergen, R., & Hrisseh, R. (2025). Educational Games and the Potential of AI to Transform Writing Across the Curriculum. Education Sciences, 15(5), 567. https://doi.org/10.3390/educsci15050567