GAMIFIED LEARNING OF VISUAL CONCEPTS USING AI

Authors

  • Anu Alex MBA,Global Business School and Research Centre, Pune, Business Management/HRM, India
  • Pooja Srishti Assistant Professor, School of Business Management, Noida international University 203201, India
  • P Thilagavathi Department of Computer Science and Engineering Aarupadai Veedu Institute of Technology, Vinayaka Mission’s Research Foundation, DU, Tamil Nadu, India
  • Dr. Praveen Priyaranjan Nayak Associate Professor, Department of Electronics and Communication Engineering, Institute of Technical Education and Research, Siksha 'O' Anusandhan, Deemed to be University, Bhubaneswar, Odisha, India
  • Sorabh Sharma Centre of Research Impact and Outcome, Chitkara University, Rajpura- 140417, Punjab, India
  • Minal Keote Department of Electronics and Telecommunication Engineering, Yeshwantrao Chavan college of Engineering, Nagpur, Maharashtra, India

DOI:

https://doi.org/10.29121/shodhkosh.v6.i1s.2025.6652

Keywords:

Artificial Intelligence, Gamified Learning, Visual Concept Acquisition, Adaptive Learning Systems, Deep Learning, Knowledge Tracing, Reinforcement Learning, Educational Technology, User Engagement, Learning Analytics

Abstract [English]

This paper introduces a gamified learning model based on AI and aimed at increasing the visual concept mastery with the use of adaptive instructions, real-time feedback, and motivational elements of a game. The classical methods of visual learning usually presuppose the unrestricted use of a fixed material and less personalization that leads to lower levels of involvement and poor mastering. The proposed system will overcome these shortcomings by incorporating a visual recognition module trained on deep learning, a mastery-related knowledge-tracing model, and a task selection policy that is based on reinforcement learning to establish an efficient challenge-skill balance. The framework is accompanied by a gamification engine which includes points, levels, streaks, and adaptive rewards to keep the learners motivated. The model was operationalised in a multi-layer system architecture and its performance measured using quantitative measures of performance and interaction data of actual learners. Findings indicate that recognition is high (94.7%), mastery gains are significant +0.37), learning uncertainty is low -0.92 entropy and engagement is high (91% task completion rate). There is high acceptance and usability with user experience ratings comprising of a System Usability Scale (SUS) score of 87.5. In general, the results indicate that AI-based gamification is a significant method of increasing learning efficiency, engagement and adaptability and it provides a scalable and smart intervention to educate visual concepts.

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Published

2025-12-10

How to Cite

Alex, A., Srishti, P., P Thilagavathi, Nayak , P. P., Sharma, S., & Keote, M. (2025). GAMIFIED LEARNING OF VISUAL CONCEPTS USING AI. ShodhKosh: Journal of Visual and Performing Arts, 6(1s), 235–245. https://doi.org/10.29121/shodhkosh.v6.i1s.2025.6652