THE EFFECTIVENESS OF AI-INTEGRATED GAME-BASED LEARNING MODELS IN ENHANCING STUDENT MOTIVATION
Downloads
The effectiveness of AI-integrated game-based learning models in enhancing student motivation has been a subject of increasing interest in educational research. This study explores how AI-powered gaming techniques can foster student engagement, particularly in environments where traditional learning models face challenges in maintaining motivation. The research aims to evaluate the impact of AI-based educational games on students' intrinsic and extrinsic motivation, focusing on their interaction with learning content and overall academic performance. The study employed a mixed-methods approach, combining quantitative surveys and qualitative interviews to gather data from secondary school students engaged in AI-integrated game-based learning modules. The results indicated a significant increase in student motivation, both in terms of participation and sustained interest in learning activities, with AI tools providing personalized feedback and adaptive learning experiences. Students reported feeling more engaged, with a greater sense of accomplishment and autonomy in their learning. The study concludes that AI-based game-learning models can effectively enhance student motivation, providing valuable insights into the potential for gamification in modern education. These findings suggest that educational systems should consider integrating AI-driven game-based models to support motivational development in students.
Aguiar, C., Carpenter, D., Vandenberg, J., Min, W., Cateté, V., & Mott, B. (2025). Fostering AI Literacy Through Strategic Play: A Competitive Pathfinding Game for Middle School. IEEE Conference on Computatonal Intelligence and Games, CIG. Scopus. https://doi.org/10.1109/CoG64752.2025.11114117
Albaladejo-González, M., Nespoli, P., Gómez Mármol, F., & Ruipérez-Valiente, J. A. (2025). A multimodal and adaptive gamified system to improve cybersecurity competence training. Cluster Computing, 28(9). Scopus. https://doi.org/10.1007/s10586-025-05264-6
Arif, Y. M., Nugroho, F., Aini, Q., Fauzan, A. C., & Garcia, M. B. (2024). A Systematic Literature Review of Serious Games for Physical Education: Technologies, Implementations, and Evaluations (hlm. 1–36). IGI Global; Scopus. https://doi.org/10.4018/979-8-3693-3952-7.ch001
Arnold, O., & Jantke, K. P. (2022). The Time Travel Exploratory Games Approach: An Artificial Intelligence Perspective: Vol. 1624 CCIS (B. Csapó & J. Uhomoibhi, Ed.; hlm. 40–54). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-14756-2_3
Baldoni, M., Baroglio, C., Bucciarelli, M., Gandolfi, E., Ianì, F., Marengo, E., & Ras, I. N. (2023). Empowering AI Competences in Children: The First Turning Point: Vol. 538 LNNS (Z. Kubincová, A. Melonio, D. Durães, D. Rua Carneiro, M. Rizvi, & L. Lancia, Ed.; hlm. 171–181). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-20257-5_18
Bosch, C., Goosen, L., & Chetty, J. (2024). Navigating computer science education in the 21st century (hlm. 363). IGI Global; Scopus. https://doi.org/10.4018/9798369310663
Chen, C.-H., & Chang, C.-L. (2024). Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. Education and Information Technologies, 29(14), 18621–18642. Scopus. https://doi.org/10.1007/s10639-024-12553-x
Chole, V., & Gadicha, V. (2023). Hybrid fly optimization tuned artificial neural network for AI-based chess playing system. Multimedia Tools and Applications, 82(13), 20453–20475. Scopus. https://doi.org/10.1007/s11042-022-14136-9
Etim, E. (2024). Bridging the gap: Transforming waste management awareness into action. Cleaner Waste Systems, 9. Scopus. https://doi.org/10.1016/j.clwas.2024.100173
Ewais, A. (2025). Enhancing Mobile Learning Applications with Large Language Models: Design and Evaluation of AIChemApp. International Journal on Artificial Intelligence Tools. Scopus. https://doi.org/10.1142/S0218213025500150
Franke, R., Wache, H.-H., Arnold, O., & Jantke, K. P. (2024). Interactive Digital Storytelling for Industrial Accident Prevention Based on Time Travel Prevention Games: Vol. 1150 LNNS (D. Guralnick, M. E. Auer, & A. Poce, Ed.; hlm. 183–194). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-72430-5_15
Fukui, T., Ando, K., Murakami, T., Ito, N., & Iwata, K. (2017). Automatic classification of remarks in werewolf BBS. 210–215. Scopus. https://doi.org/10.1109/ACIT-CSII-BCD.2017.17
Ho, W., & Lee, D. (2023). Enhancing Engineering Education in the Roblox Metaverse: Utilizing chatGPT for Game Development for Electrical Machine Course. International Journal on Advanced Science, Engineering and Information Technology, 13(3), 1052–1058. Scopus. https://doi.org/10.18517/ijaseit.13.3.18458
Hoffmann, M., Fillies, J., Peikert, S., & Paschke, A. (2025). From Text to Text Game: A Novel RAG Approach to Gamifying Anthropological Literature and Build Thick Games (B. du Boulay, T. Di Mascio, E. Tovar, & C. Meinel, Ed.; Vol. 2, hlm. 246–256). Science and Technology Publications, Lda; Scopus. https://doi.org/10.5220/0013215400003932
Hsu, T.-C., & Chen, M.-S. (2025). Effects of students using different learning approaches for learning computational thinking and AI applications. Education and Information Technologies, 30(6), 7549–7571. Scopus. https://doi.org/10.1007/s10639-024-13116-w
Hsueh, H.-W., & Hsu, T.-C. (2023). Game-Based Learning of AI Image Recognition on Computational Thinking and Self-Efficacy of Undergraduates (J.-L. Shih, A. Kashihara, W. Chen, W. Chen, H. Ogata, R. Baker, B. Chang, S. Dianati, J. Madathil, A. M. F. Yousef, Y. Yang, & H. Zarzour, Ed.; Vol. 2, hlm. 699–707). Asia-Pacific Society for Computers in Education; Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85181762474&partnerID=40&md5=d52cb69c478ef826bda31a5841444bce
Hussain, S., Ur Rehman, H. U. R., Saleem, A. A., Raza, M. A., Alemany-Iturriaga, J. A., Velarde-Sotres, A., & Torre Diez, I. D. L. T. (2024). Therapeutic Exercise Recognition Using a Single UWB Radar with AI-Driven Feature Fusion and ML Techniques in a Real Environment. Sensors, 24(17). Scopus. https://doi.org/10.3390/s24175533
Jaladi, S. R., Chen, Z., Malayanur, N. R., MacHerla, R. M., & Li, B. (2022). End-To-End Training and Testing Gamification Framework to Learn Human Highway Driving. 2022-October, 4296–4301. Scopus. https://doi.org/10.1109/ITSC55140.2022.9922129
Keane, T., Lewin, C., Brinda, T., & Bottino, R. (Ed.). (2023). IFIP World Conference on Computers in Education, WCCE 2022. IFIP Advances in Information and Communication Technology, 685 AICT. Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85174484901&partnerID=40&md5=181ef146a749dc89ed8beb484c8dc7d1
Lakshika, E., Barlow, M., & Easton, A. (2017). Understanding the Interplay of Model Complexity and Fidelity in Multiagent Systems via an Evolutionary Framework. IEEE Transactions on Computational Intelligence and AI in Games, 9(3), 277–289. Scopus. https://doi.org/10.1109/TCIAIG.2016.2560882
Lehmann, A., Hofmann, M., Palii, J., Karakasidis, A., & Ruckdeschel, P. (2013). SanTrain: A serious game architecture as platform for multiple first aid and emergency medical trainings. 402, 361–366. Scopus. https://doi.org/10.1007/978-3-642-45037-2_35
Liang, H.-Y., Hwang, G.-J., Hsu, T.-Y., & Yeh, J.-Y. (2024). Effect of an AI-based chatbot on students’ learning performance in alternate reality game-based museum learning. British Journal of Educational Technology, 55(5), 2315–2338. Scopus. https://doi.org/10.1111/bjet.13448
Paglialunga, A., & Melogno, S. (2025). The Effectiveness of Artificial Intelligence-Based Interventions for Students with Learning Disabilities: A Systematic Review. Brain Sciences, 15(8). Scopus. https://doi.org/10.3390/brainsci15080806
Pears, M., Poussa, C., & Konstantinidis, S. T. (2024). Progressive Healthcare Pedagogy: An Application Merging ChatGPT and AI-Video Technologies for Gamified and Cost-Effective Scenario-Based Learning: Vol. 937 LNNS (M. E. Auer & T. Tsiatsos, Ed.; hlm. 106–113). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-56075-0_10
Ren, X., Qiu, C., Wang, X., Han, Z., Xu, K., Yao, H., & Guo, S. (2023). AI-Bazaar: A Cloud-Edge Computing Power Trading Framework for Ubiquitous AI Services. IEEE Transactions on Cloud Computing, 11(3), 2337–2348. Scopus. https://doi.org/10.1109/TCC.2022.3201544
Roumpas, K., & Balaskas, M. (2025). Bridging the Gap between Educators and Game-Based Learning: A Study of an AI-Assisted Course Creation Tool for Minecraft Education. Scopus. https://doi.org/10.1109/AICCONF64766.2025.11064146
Saleh, S., El Arnaout, N., Sabra, N., El Dakdouki, A., El Iskandarani, K., Chamseddine, Z., Hamadeh, R., Shanaa, A., & Alameddine, M. (2025). Evaluating the impact of engaging healthcare providers in an AI-based gamified mHealth intervention for improving maternal health outcomes among disadvantaged pregnant women in Lebanon. Frontiers in Digital Health, 7. Scopus. https://doi.org/10.3389/fdgth.2025.1574946
Suresh Babu, C. V. S., Kahini, S., Fasith, J. J., & Sandhiya, K. R. (2025). Assessing the Impact of Gamification in Cybersecurity on Student Learning Outcomes in Industry 4.0: A Framework for Engagement and Skill Development (hlm. 435–363). IGI Global; Scopus. https://doi.org/10.4018/979-8-3373-0477-9.ch017
Tinterri, A., Pelizzari, F., Vignoli, G., Palladino, F., & di Padova, M. (2024). Towards AI-assisted Board Game-based Learning: Assessing LLMs in Game Personalisation (K. Kilsa & R. V. Basaiawmoit, Ed.; Vol. 18, Nomor 1, hlm. 1107–1115). Dechema e.V.; Scopus. https://doi.org/10.34190/ecgbl.18.1.3055
Wang, Y., Peng, H., Su, Z., Luan, T. H., Benslimane, A., & Wu, Y. (2022). A Platform-Free Proof of Federated Learning Consensus Mechanism for Sustainable Blockchains. IEEE Journal on Selected Areas in Communications, 40(12), 3305–3324. Scopus. https://doi.org/10.1109/JSAC.2022.3213347
Weng, T.-S., & Chen, X.-R. (2024). A Quiz System for Online Medical Device Identification on APP. 84–90. Scopus. https://doi.org/10.1145/3678726.3678757
Xiao, Y., Li, D., & Guo, K. (2025). Generative AI-powered non-player characters in digital storyline-based learning: An innovative approach to EFL writing. Innovation in Language Learning and Teaching. Scopus. https://doi.org/10.1080/17501229.2025.2545397
Yao, J., Zhang, Z., Xia, L., Yang, J., & Zhao, Q. (2020). Solving Imperfect Information Poker Games Using Monte Carlo Search and POMDP Models (M. Sun & H. Zhang, Ed.; hlm. 1060–1065). Institute of Electrical and Electronics Engineers Inc.; Scopus. https://doi.org/10.1109/DDCLS49620.2020.9275053
Zahra, I., Neo Dr, M., & Hew, S. H. (2025). Level-Up Learning with CIGLE Framework: Enhancing Learning Through Interactive, Game-Based Collaboration for Effective Problem Solving. International Journal of Technology, 16(1), 187–206. Scopus. https://doi.org/10.14716/ijtech.v16i1.7143
Zhou, Y. (2023). Autonomous Role Design of Game Based on Neural Network Algorithm and Artificial Intelligence. 400–404. Scopus. https://doi.org/10.1109/ICDIIME59043.2023.00083
Copyright (c) 2025 Inayah Inayah, Syafiq Amir, Rafaela Lima, Ethan Tan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


















