Abstract
Gamification has the potential to significantly enhance student engagement and motivation in educational contexts. However, there is a lack of empirical research that compares different guiding strategies between AI-driven gamified and non-gamified modes in virtual learning environments to scaffold language learning. This paper presents an empirical study that examines the impact of AI-driven gamification and learning strategies on the learning experience and outcomes in virtual environments for English-language learners. A gamified English learning prototype was designed and developed. A between-group experiment was established to compare different gamified scaffolding groups: a traditional linear group (storytelling), an AI-driven gamified linear group (task-based learning), and a gamified exploration group (self-regulated learning). One hundred students learning English as a second language participated in this study, and their learning conditions were evaluated across three dimensions: engagement, performance, and experience. The results suggest that traditional learning methods may not be as effective as the other two approaches; there may be other factors beyond in-game interaction and engagement time that influence learning and engagement. Moreover, the results show that different gamified learning modes are not the key factor affecting language learning. The research presents guidelines that can be applied when gamification and AI are utilised in virtual learning environments.
| Original language | English |
|---|---|
| Article number | 2732 |
| Journal | Electronics |
| Volume | 14 |
| Issue number | 13 |
| Early online date | 7 Jul 2025 |
| DOIs | |
| Publication status | Published - Jul 2025 |
Bibliographical note
The Faculty of SEBE Human Ethics Advisory Group (HEAG) is acknowledged for reviewing this project and confirming its compliance with the National Statement on Ethical Conduct in Human Research 2007 (Updated 2018). The approval period extends for four years, until 3 May 2026.Publisher Copyright: © 2025 by the authors.
Funding
This work is supported by the project titled ‘AI and Digital Technology in International Education: Enhancing Teaching Methods and Student Engagement through Online Platforms, Virtual Reality (VR), and Augmented Reality (AR).’ The funding code is 102738.
Keywords
- gamification
- AI
- transforming learning
- virtual reality
- education