ShodhKosh: Journal of Visual and Performing Arts
ISSN (Online): 2582-7472

ADAPTIVE LEARNING SYSTEMS FOR MULTIMEDIA DESIGN EDUCATION

Adaptive Learning Systems for Multimedia Design Education

 

Aakash Sharma 1Icon

Description automatically generated, Dr. Naresh Kaushik 2Icon

Description automatically generated, Abhinav Srivastav 3Icon

Description automatically generated, Subhash Kumar Verma 4, Jatin Khurana 5Icon

Description automatically generated, Dr. Mahua Bhowmik 6

 

1 Centre of Research Impact and Outcome, Chitkara University, Rajpura- 140417, Punjab, India

2 Assistant Professor, UGDX School of Technology, ATLAS SkillTech University, Mumbai, Maharashtra, India

3 Assistant Professor, Department of Product Design, Parul Institute of Design, Parul University, Vadodara, Gujarat, India

4 Professor, School of Business Management, Noida International University 203201, India

5 Chitkara Centre for Research and Development, Chitkara University, Himachal Pradesh, Solan, 174103, India

6 Associate Professor, Department of Electronics and Telecommunication Engineering, Pimpri, Pune, India

 

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ABSTRACT

Multimedia design education is currently changing at a fast pace due to the rapid development of digital technologies, which require a more personalized and flexible learning environment. The old model of teaching does not usually recognize any differences in learning between individuals in terms of speed, manner and understanding. The promising alternative offered by adaptive learning systems (ALS) is the idea that the instructional material will be customized and designed to meet the needs of a particular learner through the use of artificial intelligence, data analytics, and real-time feedback. This paper examines the construction and deployment of an adaptive learning system that is created specifically to serve as an education of multimedia design. The system architecture incorporates the following important technologies: Learning Management Systems (LMS), adaptive learning engines, and AI-driven analytics, which can evaluate the performance of the learners and dynamically modify the content. This study determines concepts of adaptive learning based on the depth of literature review, which identifies the basic building blocks and overall theoretical basis of the concept, and how such building blocks apply to multimedia education. The system architecture suggested is in line with the multimedia design curriculum in that it makes interactive learning, visual learning, and project-based learning easy. One case study on the performance of a system is carried out among a group of undergraduate design students, where the system is tested based on engagement, usability, and learning outcomes. The results have shown that adaptive learning is very important to student motivation, understanding the concepts and abilities to solve problems creatively as compared to the conventional classroom methods.

 

Received 26 January 2025

Accepted 16 April 2025

Published 16 December 2025

Corresponding Author

Aakash Sharma, aakash.sharma.orp@chitkara.edu.in

DOI 10.29121/shodhkosh.v6.i2s.2025.6701  

Funding: This research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors.

Copyright: © 2025 The Author(s). This work is licensed under a Creative Commons Attribution 4.0 International License.

With the license CC-BY, authors retain the copyright, allowing anyone to download, reuse, re-print, modify, distribute, and/or copy their contribution. The work must be properly attributed to its author.

 

Keywords: Adaptive Learning Systems, Multimedia Design Education, Artificial Intelligence, Learning Personalization, Educational Technology

 

 

 

                     


1. INTRODUCTION

1.1. Background of multimedia design education

Multimedia design education is an interdisciplinary production of visual communication, digital art, interaction design and technological based media production. It prepares students with the creative and technical abilities to conceptualize, design and create interactive online experiences on different platforms including websites, mobile applications, games, and animation. Historically, multimedia design educational programs combine courses such as graphic design, motion graphics, user interface (UI) and user experience (UX) design, sound design, and visual narrative. The digital economy has also led to an increase in the demand of skilled multimedia designers as the economy keeps expanding and institutions have been forced to upgrade their delivery methods. Nevertheless, the education of multimedia design is so complicated as it combines creativity and technical skills. Students need to become familiar with artistic taste and software applications as they continue to stay abreast with the continuously changing industry standards Mahmoud and Othman (2023). Experience also has been the focus in the field, necessitating repetitive practice, project-based assessment, and critical feedback. This leaves instructors with problems of accommodating different learning styles and abilities of students in a small classroom. The online media sources and digital platforms have started to fulfill this demand, yet they are not personal and do not provide flexibility. In this regard, the adoption of smart learning technologies has acquired a greater level of relevance. Adaptive learning systems promise to make the gap between theory and practical creativity possible and allow even more personalized and data-driven multimedia design education that can lead to innovations and long-term interest among the learners Rahman and Watanobe (2023).

 

1.2. Challenges in traditional learning approaches

The conventional training methods used in the multimedia design education focus on lectures, demonstrations, and fixed course materials that do not necessarily support the uniqueness of people in their learning process. Although these techniques are effective to deliver basics, they are inelastic and not dynamic to the progress of the students. Learners Multimedia design learners differ widely in their creative capability, may have technical ability and speed of learning- which is not typically considered in the classroom. Consequently, a large number of learners find themselves in the state of cognitive overload or inadequate challenge affording disengagement and disproportionate learning results Chaudhry et al. (2024). Moreover, traditional evaluations, including periodical exams or end of project, do not give much information on the learning process of students on a progressive basis. The feedback is usually delayed, and it does not allow the intervention and support to be timely. Teachers with heavy classes and curriculum programs might not be able to effectively track individual progress Aljehani (2024). There are also very few data analytics and performance tracking tools, which are unlikely to be integrated into traditional systems and could be used to make pedagogical choices. The other limitation that is critical is that standard teaching models cannot be used to recreate real-world design contexts in which collaboration, iteration and problem-solving are important. The traditional instruction is not dynamic and interactive and highly changing, which is the context of digital media industries Radif (2024).

 

1.3. Emergence of adaptive learning systems

The introduction of adaptive learning systems (ALS) brings a radical change in the learning activities, especially in those areas where creativity and technology fluency such as multimedia design is essential. Adaptive learning is based on artificial intelligence (AI), machine learning and data analytics to adjust instructional content, teaching speed, and learner evaluation based on individual learner performance, preferences, and needs Liang et al. (2023). This method as compared to the traditional approach of one-size-fits-all models is more personalized and responsive to the learning process. In the learning of multimedia design, learners may have their data of interaction (quiz results, project submissions, engagement measurements, etc.) analyzed by adaptive systems, which in turn will suggest the use of specific learning resources or skill-based activities. As an example, one student who will have difficulties with the concepts of 3D animation can be given extra tutorials, whereas another who is doing well in UI design can be advanced to a higher level of challenge Mahmoud and Othman (2024) . Such flexibility does not only increase understanding but also results in self-directed learning and motivation. The adaptive systems have become more available due to technological advances that have been implemented with Learning Management System (LMS) and digital content creation tools. The contemporary ALS tools facilitate the multimedia learning environments, allowing to provide real-time feedback and multimedia learning experiences Wang and Guo (2023). As illustrated in Figure 1, adaptive learning systems in multimedia design education comprise components. The more institutions adapt these systems, the better they report better engagement of learners, less dropout rates and increased academic success.

Figure 1

Figure 1 Components of Adaptive Learning Systems in Multimedia Design Education

 

Multimedia design through adaptive learning on the one hand is the meeting point of technology, creativity and pedagogy which forms the basis of future educational innovation of customized, data driven learning being the new standard.

 

2. Literature Review

2.1. Overview of adaptive learning theories

Adaptive learning theories are based on the general area of cognitive psychology, constructivism, as well as educational technology. These theories have highlighted the fact that learning is a personalized activity, and instruction ought to dynamically address the knowledge, motivation and progress of individual learners. Some of the foundational theories which include Piaget constructivism and the social learning theory by Vygotsky propose that the learner builds knowledge based on experience and interaction in his or her zone of proximal development Joseph et al. (2024). Adaptive learning is based on these concepts such that it utilizes technology to track the performance of learners and provide them with customized instruction. Another source of adaptive learning is behaviourist theory, and especially the work of B. F. Skinner, who has recognised reinforcers and feedback as fundamental elements in the learning process. Subsequently cognitive and metacognitive theories, such as mastery learning by Bloom and the experiential learning cycle by Kolb, further helped adaptive models by assigning a priority to perpetual evaluation and pacing at a learner-centered pace Anurogo et al. (2023). In contemporary settings, adaptive learning uses artificial intelligence and data analytics to create the theories into practical applications in real time. The intelligent tutoring systems, such as the intelligent tutoring system, are intelligent in the sense that they mimic the flexibility of a human being when they are able to diagnose a student and correct his or her pathway.

 

2.2. Key components of adaptive learning systems

Adaptive learning systems (ALS) are designed with a number of interrelated elements that are aimed at providing personalized learning. The first of the core components is the learner model which is the condition of knowledge, learning style, preferences and behavioral patterns of every student. This model is continuously evolving depending on the interaction, evaluation, and feedback information. The second essential element is the content model, which is made up of collection of modular learning resources labeled with metadata including the level of difficulty, relevance to the topic and learning outcomes Sajja et al. (2024). This enables the system to be dynamically matched to the needs of the learners. The decision logic or the adaptation engine is the core of ALS since algorithms, usually grounded in AI, Bayesian networks, or machine learning, analyze the data about learners and provide relevant instructional responses. These can involve the suggestion of new topics, a change of the content difficulty, or remedial exercises Alrawashdeh et al. (2023). A feedback and monitoring system will guarantee that learners get feedback in real-time, which is a formative feedback that will improve interaction and retention.

 

2.3. Prior research in multimedia education and adaptive technologies

Previous studies on multimedia education and adaptive technologies underscore the increased convergence of digital innovativeness and smart instructional design. Research has shown that adaptive learning solutions can make a huge difference in the engagement of the learning process and the learning outcomes in design related subjects when used to adjust the content delivery to the needs of the respective learners. An example is a study conducted by Park and Lee which revealed that adaptive feedback systems in visual design classes enhanced the conceptual knowledge accumulated by learners and aesthetic decision-making of learners Gligorea et al. (2023). As well, adaptive environments that are based on multimedia have been identified to enhance project-based and experiential learning, as well as, cognitive and creative growth. The possibilities of tailored multimedia instruction have been increased by technological advances like intelligent tutoring software, AI-based analytics, and AI-based adaptive authoring tools. Earlier research highlights the importance of educational systems that could monitor the progress of learners in real-time, in order to detect areas of weakness and prescribe contextually-specific design materials Maier and Klotz (2022). More so, adaptive technologies enable cooperative learning based on interactive simulations, gamification, and augmented reality (AR) environments, providing immersive experiences with multimedia practice in contexts of professionalism. Along with these developments, the research also reports some implementation challenges, including the necessity of interdisciplinary cooperation between educators, technologists and designers, and the requirement that adaptive algorithms be pedagogically sound Ng et al. (2023).

Table 1

Table 1 Summary of Related Work on Adaptive Learning and Multimedia Design Education

Domain / Discipline

Adaptive Technology Used

Methodology

Outcomes

Identified Research Gap

Multimedia Design

AI-driven feedback engine

Experimental

Improved creative decision-making and concept understanding

Limited integration with LMS systems

Educational Technology

Machine Learning Algorithms

Quasi-experimental

Enhanced engagement and comprehension

Did not assess long-term retention

Interactive Media

Adaptive Learning Engine

Case Study

Boosted learner autonomy and skill mastery

Small sample size

Visual Communication

Intelligent Tutoring System

Mixed Methods

Improved feedback accuracy and usability

Focused only on technical skills

Computer-Aided Education

Bayesian Network Model

Experimental

Effective in optimizing course flow

Ignored creativity and subjective design metrics

Multimedia and Animation

Moodle-based Adaptive LMS

Longitudinal Study

Higher retention and satisfaction levels

Limited creative assessment

Digital Education

Neural Network Model

Experimental

Enhanced individual learning efficiency

No evaluation of artistic output

UI/UX Design

Rule-Based Adaptive Engine

Comparative Study

Increased engagement and iterative creativity

Lack of AI-driven analytics

Media Technology

Intelligent Authoring Tool

Prototype Testing

Improved learner productivity and flexibility

Not tested in real classrooms

Educational Data Mining

Predictive Analytics Platform

Quantitative Analysis

Personalized recommendations improved outcomes

Limited creative design application

Multimedia Instruction

Adaptive Video Sequencing

Experimental

Improved comprehension and engagement

Narrow content coverage

Creative Education

Deep Learning & NLP Tool

Case Study

Promoted innovation and conceptual learning

Insufficient empirical evaluation

Design Thinking

Reinforcement Learning Algorithm

Experimental

Supported iterative learning and collaboration

Lacked multimedia tool integration

Multimedia Design Education

AI, Data Analytics, Adaptive LMS

Experimental and Comparative

Improved engagement, performance, and retention

Future scope: immersive VR/AR integration

 

3. Methodology

3.1. Tools and technologies for adaptive learning implementation

3.1.1. Learning Management Systems (LMS)

Learning Management Systems (LMS) are the background to the establishment of adaptive learning in multimedia design education. The LMS software like Moodle, Canvas, and Blackboard offers centralized platforms where students are able to access contents, assignments, and assessments. To be used in adaptive learning, such systems are extended with plugins and APIs that allow customizing the learning paths based on the data. They monitor the learner interactions, including the time spent on the tasks or on the quiz performance and participation, to use them in the personalized recommendations Owan et al. (2023). LMS tools are also effective in modularization of content so that instructors can arrange multimedia based lessons into adaptive order. LMS platforms are interactive with creative tools, video-tutorials, and project-based assessments present in the multimedia design learning education. LMS systems have the ability to alter the degrees of difficulty, offer instant feedback, and self-directed learning by integrating adaptive algorithms Onesi-Ozigagun et al. (2024). In this way, they create an essential technological infrastructure of scalable, adaptive, and data-driven multimedia education spaces.

 

3.1.2. Adaptive Learning Platforms and Engines

Adaptive learning platforms and engines are purposeful technologies that are intended to dynamically customize the instruction. They do not concentrate on the action of analyzing the behavior of learners and modifying the instructional strategies as quickly as the traditional LMS. Examples of these are Smart Sparrow, Knewton, and Dream Box which use algorithmic engines to measure performance patterns and provide tailored content streams. These engines rely on adaptive regulations, competency mapping and machine learning in order to make sure that learners are provided with the best material based on their level of proficiency. In learning multimedia design, adaptive platforms have the ability to alter design activities, tutorials or software-based tasks according to the progress of an individual learner. They are endorsing project-based assessment by facilitating contextual cues and formative feedback that changes with the achievement of the learner. Interaction with other multimedia applications like Adobe Creative Cloud or Figma also increases interactivity. Therefore, adaptive learning engines are the brain of personalised learning, creating engagement, mastery, and creativity by creating an ongoing process of adaptation.

 

3.1.3. AI and Data Analytics Technologies

The technologies of Artificial Intelligence (AI) and data analytics are crucial to the achievement of adaptive learning in the multimedia design education. The AI systems process large volumes of data produced by the interactions of learners to identify the patterns of behavior, learning inclinations, and the areas of performance improvement. Machine learning systems identify the needs of the students and suggest individualized learning materials- video tutorials to design challenges. Educators can use data analytics dashboards to have a visual representation of the learner engagement, progression, and acquiring new skills, enabling the provision of evidence-based interventions. Within the context of multimedia design, AI may be used to evaluate creative work in the form of automated rubrics, semantic analysis, and pattern recognition and provide intelligent feedback on visual aesthetics or usability. Predictive analytics also help in the identification of the learners at risk of disengagement or poor performance. Combined with LMS and adaptive platforms, AI-driven analytics will result in a closed-loop feedback mechanism that constantly improves instruction. A combination of these technologies will make multimedia education an intelligent, data-driven ecosystem which aids creativity and lifelong learning.

 

3.2. Sample selection and participant profile

The selection of the sample population of the study was based on the participants that are taking undergraduate courses in multimedia design in accredited institutions of higher learning. A purposive sampling method has been employed to make sure that the sampled participants included different levels of skill, styles of learning, and technological familiarity. The sample was composed of 60 students who were split into two groups the experimental group who used the adaptive learning system and the control group who used the traditional instruction. The criteria were applied to select the participants, including the completion of basic courses in design, the basic computer literacy and the ability to participate in the experiment learning environments. Other demographic information such as the age, gender, and academic background was gathered to assure diversity and examine the possible effects on the learning results. It also captured the previous exposure of the participants to digital design tools like Adobe Creative Suite or Blender with the aim of calibrating the adaptive difficulty of the content. Technical facilitators and instructors were introduced to oversee the utilization of the system and give qualitative observations.

 

3.3. Data analysis techniques

The data analysis in this study was done using both quantitative and qualitative analysis to be able to provide a comprehensive analysis of the effectiveness of the adaptive learning system. The quantitative data was collected by pre-tests and post-tests, and performance analytics that were obtained in the learning dashboard of the system. The learning gains, retention rates, and the improvement rates (in comparison to the adaptive and traditional learning groups) were measured using the help of statistical tools including descriptive statistics, paired t-tests, and ANOVA. Such metrics as the engagement time, completion rates, and the accuracy of tasks were used to measure the interaction and progress of learners. The qualitative data were gathered with the help of surveys, interviews, and observational reports in order to reflect the perception of the learners, their experiences, and the level of their satisfaction. Thematic analysis was used in order to determine patterns that are constant in terms of usability, motivation, and perceived improvement learning. The triangulation of data contributed to the reliability of the results because it was cross-verified with those of other sources. There were also AI-based analytics that were implemented in the adaptive system which provided real-time information about the performance trends and the behavior of the learners. These analytics have been essential in determining the effect of personalization on the learning pathways and creativity.

 

4. System Framework and Design

4.1. Architecture of the adaptive learning system

The proposed adaptive learning system (ALS) architecture is a multi-layered framework, which is modular and extends learning content, data processing, and user interaction.

Figure 2

Figure 2 System Design Architecture for Adaptive Multimedia Learning

 

It comprises four main layers which include user interface layer, content management layer, the adaptation engine and data analytics layer. Figure 2 depicts adaptive multimedia learning environment system design architecture. The user interface layer is an interactive layer which offers a multimedia rich lesson, exercise design, and feedback report to learners. The content management layer structures the learning materials into learning objects which are modules of educational material each with metadata like complexity, topic and the level of prerequisite knowledge. The adaptation engine is at the centre and incorporates algorithms that evaluate learner behaviour, performance goals and engagement trends and offer personalised learning journey. This engine is in constant communication with the data analytics layer that uses the model of AI to follow the progress, anticipate the needs of the learners, and sequence the content. The system design allows the integration with any standard Learning Management System (LMS) and external multimedia tools using APIs, which will guarantee compatibility with institutional systems.

 

4.2. Integration with multimedia design curriculum

The adaptive learning system is aligned to the multimedia design curriculum in a strategic way to support the creative, cognitive, and technical competencies. The system was designed to be based on the standard curriculum model, which consisted of graphic design, animation, user interface design, video production, and digital storytelling modules. Every unit in the course was converted into adaptive learning modules which included interactive tutorials, formative assessments and project-based learning. The first step in the integration process was the break down of curriculum outcomes into measurable learning objectives which were coded as the content model of the adaptive platform. Multimedia design projects were scanned and linked to the system as dynamic learning objects and progress and mastering of skills could be tracked automatically. As an example, adaptive instructions were provided to students undertaking motion graphics tasks by giving them incremental tasks, performance hints, and real-time analytics. The system also encouraged collaborative learning because of the ability to provide peer review and instructor feedback in the same environment. With LMS integration, the grades and activity logs were integrated with the institutional databases.

 

5. Results and Discussion

The results showed that the adaptive learning system enhanced the level of learner engagement, creativity as well as academic performance in comparison to the traditional approach. The quantitative data revealed better completion rates, concept mastery and problem-solving skills. Positive experiences with the learners were identified by qualitative feedback, with usability, motivation, and real-time feedback being identified as essential success factors. Adaptive algorithms were successful in individualizing content to be able to accommodate individual learning styles and pacing.

Table 2

Table 2 Comparison of Academic Performance between Adaptive and Traditional Learning Groups

Performance Metric

Traditional Learning (Control Group)

Adaptive Learning (Experimental Group)

Average Pre-Test Score (%)

56.8

57.2

Average Post-Test Score (%)

68.5

86.4

Knowledge Retention Rate (%)

64.2

83.7

Conceptual Understanding (Likert 1–5)

3.2

4.6

Project Quality Evaluation (%)

70.4

88.9

 

The way the results in Table 2 are compared shows clearly the efficacy of the adaptive learning system in improving academic performance of multimedia design students. The post-test score of the adaptive learning group (86.4) was statistically higher than that of the traditional group (68.5) and it is clear that the former learned better and acquired knowledge on design concepts.

Figure 3

Figure 3 Comparison of Traditional and Adaptive Learning Methods Across Performance Metrics

 

Figure 3 indicates the comparison of traditional and adaptive approaches to learning in terms of measures. Similarly, the retention rate of knowledge improved in the adaptive learning process to 83.7 as compared to the traditional method at 64.2 which is considered to have better long-term comprehension. Figure 4 presents trends of performance of adaptive and traditional learning methods.

Figure 4

Figure 4 Performance Trends of Adaptive vs. Traditional Learning Approaches

 

Learners who were involved in adaptive systems also had a greater conceptual understanding (4.6 on a 5-point Likert scale) than traditional learners (3.2), which indicates that individualized learning paths and ongoing feedback were the reasons behind the increased conceptual understanding. Figure 5 represents the area of performance measurements assessing the results in the conventional learning environment.

Figure 5

Figure 5 Performance Metrics for Traditional Learning

 

Project quality assessments also indicated high-level of creative and technical work output with a 18.5% performance increase.

 

6. Conclusion

The approach adopted in this study arrives at the conclusion that ALS can radically transform the field of multimedia design education because it is able to adapt pedagogy to the unique needs of individual learners. By utilizing the clever application of artificial intelligence, data analytics and customized feedback systems, ALS was able to overcome constraints inherent in the conventional learning setup. The system proved to be capable of individualizing teaching, improving the learner agency, and increasing the long-term interaction. The customized sequence of content and adaptive feedback proved to be beneficial to students with enhanced understanding of concepts, technical skills, and creative problem-solving. Restructured comparison proved that students in adaptive models did better than their counterparts in traditional learning environments both on motivation and retention of knowledge. The adoption of adaptive technologies in multimedia courses meant that the students had the opportunity to learn at their own pace without ceasing to improve their creative work with the help of prompt and data-oriented feedback. Teachers also reaped benefits of relevant analytics to monitor performance and intervene at the right time leading to a more dynamic and responsive teaching process. The paper highlights the need to internalize adaptive learning as an imperative educational approach in design-oriented subjects. Multimedia education can become a learning ecosystem that facilitates inclusivity, flexibility and lifelong learning by combining artistic creativity and smart technology. The future studies can focus on the potential to combine immersive technologies (like virtual and augmented reality) with the use of advanced predictive analytics to enhance the adaptive experience further.

 

CONFLICT OF INTERESTS

None. 

 

ACKNOWLEDGMENTS

None.

 

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