gamified education platform

  • Unique Paper ID: 194361
  • Volume: 12
  • Issue: 10
  • PageNo: 3810-3813
  • Abstract:
  • Nearly all higher education institutions now use e-learning platforms to deliver courses and learning activities, reflecting the evolution of university teaching methods in recent years. Nevertheless, there are high dropout and low completion rates in these online learning environments. Similar to how games can increase student engagement, gamification of education can maximize learning and help students develop specific skills. Gamification, which is the use of elements of game design in non-gaming activities, has been used to address learner distraction and increase student engagement. Teachers are increasingly using creative methods to engage and inspire students as the educational landscape continues to change in the digital age. Forty undergraduate students enrolled in first-year programming courses participated in our four-month experiment. One of two versions of the programming learning environment—a gamified version with badges, points, and ranking, or the original non-gamified version—was randomly assigned to the students. We have discovered evidence that gamification had different effects on users depending on their personality traits. Because there are no tried-and-true design strategies and no one-size-fits-all strategy that works in every gamification context, gamification designers and practitioners continue to struggle with selecting the ideal mix of game elements. By utilizing game elements to improve the educational experience for young students, gamification plays a critical role in primary education.

Copyright & License

Copyright © 2026 Authors retain the copyright of this article. This article is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

BibTeX

@article{194361,
        author = {Siddhi Dhorkule and vedant Bhalke and Atharva Mahajan and Rohit Kokane},
        title = {gamified education platform},
        journal = {International Journal of Innovative Research in Technology},
        year = {2026},
        volume = {12},
        number = {10},
        pages = {3810-3813},
        issn = {2349-6002},
        url = {https://ijirt.org/article?manuscript=194361},
        abstract = {Nearly all higher education institutions now use e-learning platforms to deliver courses and learning activities, reflecting the evolution of university teaching methods in recent years. Nevertheless, there are high dropout and low completion rates in these online learning environments. Similar to how games can increase student engagement, gamification of education can maximize learning and help students develop specific skills. Gamification, which is the use of elements of game design in non-gaming activities, has been used to address learner distraction and increase student engagement. Teachers are increasingly using creative methods to engage and inspire students as the educational landscape continues to change in the digital age.  Forty undergraduate students enrolled in first-year programming courses participated in our four-month experiment. One of two versions of the programming learning environment—a gamified version with badges, points, and ranking, or the original non-gamified version—was randomly assigned to the students. We have discovered evidence that gamification had different effects on users depending on their personality traits. Because there are no tried-and-true design strategies and no one-size-fits-all strategy that works in every gamification context, gamification designers and practitioners continue to struggle with selecting the ideal mix of game elements. By utilizing game elements to improve the educational experience for young students, gamification plays a critical role in primary education.},
        keywords = {game, gamification, gamification platform, smart education},
        month = {March},
        }

Cite This Article

Dhorkule, S., & Bhalke, V., & Mahajan, A., & Kokane, R. (2026). gamified education platform. International Journal of Innovative Research in Technology (IJIRT), 12(10), 3810–3813.

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