GAME-BASED LEARNING AND STUDENT ENGAGEMENT: EXPLORING THE ROLE OF AI IN EDUCATIONAL GAMES
Downloads
Game-based learning (GBL) has emerged as an innovative approach to engage students and enhance learning outcomes. With advancements in artificial intelligence (AI), educational games are increasingly capable of providing personalized learning experiences. This study investigates the role of AI in GBL and its impact on student engagement and academic performance. The research aims to evaluate how AI-powered educational games influence student motivation, retention, and interaction with learning materials. A mixed-methods approach was employed, combining quantitative assessments of student performance and qualitative feedback from students and educators. The findings indicate that AI-enhanced educational games significantly increase student engagement, with an observed 25% improvement in participation and a 20% increase in academic achievement. Students reported higher levels of motivation, while teachers noted improved performance in both individual and group learning contexts. These results suggest that AI-driven personalization within educational games can effectively address individual learning needs, making learning more interactive and adaptive. The study concludes that while AI-powered games are a promising tool for enhancing education, they must be integrated with traditional teaching methods to maintain the essential human connection in the learning process. Future research should focus on the long-term effects of AI in GBL and explore the ethical considerations surrounding data privacy and AI biases.
Arantes, D., Gonçalves, C., Rodrigues, M., Correa, J., Milistetd, M., & Costa, G. D. C. T. (2025). Life Skills and Volleyball Teaching: Comparison Between TGfU and Direct Instruction Model. Education Sciences, 15(3). Scopus. https://doi.org/10.3390/educsci15030305
Beer, M., Fasli, M., & Richards, D. (2010). Multi-agent systems for education and interactive entertainment: Design, use and experience. In Multi-Agent Syst. For Educ. And Interactive Entertainment: Des., Use and Experience (p. 313). IGI Global. Scopus. https://doi.org/10.4018/978-1-60960-080-8
Bilous, I., Shcherbiak, I., Maslak, V., Alnsour, R., Jarmoch, E. Z., & Hubková, S. (2025). GAME-BASED TECHNOLOGIES AS A TOOL FOR DEVELOPING COMMUNICATIVE COMPETENCE IN PRIMARY SCHOOL STUDENTS WITHIN A STUDENT-CENTERED EDUCATIONAL CONTEXT. Journal of Education Culture and Society, 16(2), 585–603. Scopus. https://doi.org/10.15503/jecs2025.3.585.606
Cao, L., Chau, K. T., & Wan Yahaya, W. A. J. (2025). Enhancing University Students’ Knowledge Achievement and Self-Efficacy in Cultural Relic Restoration Learning: Through the Sound-Tracking Artificial Intelligence Technology in RPG Game-Based Learning System. International Journal of Game-Based Learning, 15(1). Scopus. https://doi.org/10.4018/IJGBL.387167
Chang, T.-C., Li, A. R. P., Wang, C.-Y., & Lin, J. J. H. (2026). From automation to thinking: The role of AGI in discourse analysis of computer-supported collaborative learning based on computational grounded theory. Computers and Education, 247. Scopus. https://doi.org/10.1016/j.compedu.2026.105579
Erratum regarding missing Declaration of Competing Interest statements in previously published articles (International Journal of Child-Computer Interaction (2018) 17 (72–82), (S2212868917300351), (10.1016/j.ijcci.2018.03.002)). (2024). International Journal of Child-Computer Interaction, 41. Scopus. https://doi.org/10.1016/j.ijcci.2024.100671
Evmenova, A. S., Regan, K., Mergen, R., & Hrisseh, R. (2025). Educational Games and the Potential of AI to Transform Writing Across the Curriculum. Education Sciences, 15(5). Scopus. https://doi.org/10.3390/educsci15050567
Farooq, F., Ishaq, K., Alvi, A., Rosdi, F., & Nawaz, N. A. (2025). Transforming Healthcare Training: Personalized and Gamified First Aid Education. Human Behavior and Emerging Technologies, 2025(1). Scopus. https://doi.org/10.1155/hbe2/8256881
Ferriz-Valero, A., Baena-Morales, S., Guillén, E., & Piñol-Vázquez, J. A. (2025). Autolycus’ Game: Game-Based Learning in Natural Environments for Meaningful Physical Education. Education Sciences, 15(12). Scopus. https://doi.org/10.3390/educsci15121642
Gkintoni, E., Magriplis, E., Vantaraki, F., Skoulidi, C.-M., Anastassopoulos, P., Cornea, A., Inchaurraga, B., Santurtun, J., Mancha, A. D. L. C., Giorgakis, G., Kouppas, K., Timotheou, S., Moreno Juan, M. J., Muñagorri, M., Harasiuk, M., Lopez, A. G., Skoulidi, E., & Vantarakis, A. (2025). Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behavioral Sciences, 15(7). Scopus. https://doi.org/10.3390/bs15070847
Goikhman, M. (2024). Exploring AI-Driven RPGs for Managing Foreign Language Writing Anxiety An extended doctoral thesis abstract. In Marengo E., Ponticorvo M., & Striani M. (Eds.), CEUR Workshop Proc. (Vol. 3902, pp. 65–73). CEUR-WS. Scopus. https://www.scopus.com/pages/publications/85216611952?origin=resultslist
Howcroft, A., & Hopkins, G. (2024). Exploring Mars: An Immersive Survival Game for Planetary Education. In Kilsa K. & Basaiawmoit R.V. (Eds.), Proc. European Conf. Games-based Learn. (Vol. 18, Issue 1, pp. 1135–1144). Dechema e.V. Scopus. https://doi.org/10.34190/ecgbl.18.1.3104
Hunt, J. H., Taub, M., Marino, M., & Holman, K. (2025). Examining Fraction Performance and Learning Trajectories in Students with Learning Disabilities: Effects of Whole-Class Intervention. Education Sciences, 15(9). Scopus. https://doi.org/10.3390/educsci15091234
Juvrud, J., Bink, S. J., Berlinsky, Z. M., Dolynuk, N. V., Richey, K. B., & Gervich, C. (2025). Urban Immersion as Education: Motivation, Engagement, and Learning in City Games. International Journal of Game-Based Learning, 15(1). Scopus. https://doi.org/10.4018/IJGBL.394070
Keller, T., Guggemos, J., & Warwas, J. (2025). Digital educational escape rooms as a novel approach to cybersecurity education: An empirical study on learner perceptions of usefulness and usability. Computers in Human Behavior Reports, 20. Scopus. https://doi.org/10.1016/j.chbr.2025.100785
Kharbouch, M., Vizcaino, A., García-Berná, J. A., García, F., Toval, A., Pedreira, O., Idri, A., & Fernández-Alemán, J. L. (2025). Uncharted dimensions, gaps, and future trends of serious games in software engineering. Computer Standards and Interfaces, 92. Scopus. https://doi.org/10.1016/j.csi.2024.103915
Khoshgoftar, Z., Hamzezadeh, H., Amirifard, M., Hayrabedian, A., & Bagheri, S. (2025). Exploring the potential of pantomime games in medical education: Non-verbal exercise. Medical Teacher, 47(4), 597–599. Scopus. https://doi.org/10.1080/0142159X.2024.2402559
Kiraly, S., Balla, T., Kiraly, D., & Vaughan, G. (2025). Enhancing SQL Learning: Gamified tutorials and flipped classroom synergy. Social Sciences and Humanities Open, 12. Scopus. https://doi.org/10.1016/j.ssaho.2025.101762
LaBrie, J. W., Boyle, S. C., Trager, B. M., Hall, N. A., Rainosek, L. M., Hatch, O. J., Morgan, R. M., West, M. J., Tomkins, M. M., & Neighbors, C. (2025). When less is more: Short-Term efficacy of a gamified personalized normative feedback intervention for college students. Addictive Behaviors, 163. Scopus. https://doi.org/10.1016/j.addbeh.2025.108247
Looi C.-K., Santos C., Pellegrino M.A., Aresta M., Vittorini P., Gennari R., Di Mascio T., Temperini M., de la Prieta F., & Nongaillard A. (Eds.). (2025). 15th International Conference in Methodologies and intelligent Systems for Techhnology Enhanced Learning, MIS4TEL 2025. Lecture Notes in Networks and Systems, 1619 LNNS. Scopus. https://www.scopus.com/pages/publications/105019708971?origin=resultslist
Mahmoudi-Dehaki, M., & Nasr-Esfahani, N. (2024). Harnessing the power of persuasion in education: Persuasive gamification and AI. Power of Persuasive Educational Technologies in Enhancing Learning, 177–204. Scopus. https://doi.org/10.4018/979-8-3693-6397-3.ch008
Martín-Pérez, C., Vadillo, M. A., van Holst, R. J., Perales, J. C., & Navas, J. F. (2025). Evidence on the effectiveness of a gamified intervention for gambling prevention problems in vocational training and university students. Acta Psychologica, 261. Scopus. https://doi.org/10.1016/j.actpsy.2025.105825
Mc Kevitt, C., Porcenaluk, S., & Connolly, C. (2025). Effective Professional Development and Gamification Enacting Curriculum Changes in Critical Mathematics Education. Education Sciences, 15(7). Scopus. https://doi.org/10.3390/educsci15070843
Moro M., Alimisis D., & Iocchi L. (Eds.). (2020). International Conference on Educational Robotics in the Makers, Era-EDUROBOTICS 2018. Advances in Intelligent Systems and Computing, 946 AISC. Scopus. https://www.scopus.com/pages/publications/85077533578?origin=resultslist
Pacheco-Velazquez, E., Rodes-Paragarino, V., & Marquez-Uribe, A. (2024). Exploring educational simulation platform features for addressing complexity in Industry 4.0: A qualitative analysis of insights from logistics experts. Frontiers in Education, 9. Scopus. https://doi.org/10.3389/feduc.2024.1331911
Palinko O., Bodenhagen L., Cabibihan J.-J., Fischer K., Šabanovi? S., Winkle K., Behera L., Ge S.S., Chrysostomou D., Jiang W., & He H. (Eds.). (2025). 16th International Conference on Social Robotics, ICSR + AI 2024. Lecture Notes in Computer Science, 15563 LNAI. Scopus. https://www.scopus.com/pages/publications/105002135973?origin=resultslist
Park, S.-W., Lim, D.-H., Kim, J.-H., Kim, S.-H., & Han, Y.-O. (2025). Effectiveness of a Digital Game-Based Physical Activity Program (AI-FIT) on Health-Related Physical Fitness in Elementary School Children. Healthcare (Switzerland), 13(11). Scopus. https://doi.org/10.3390/healthcare13111327
Pattemore, M., & Gilabert, R. (2025). Enjoyment, engagement, and success in children’s digital EFL games. ELT Journal, 79(4), 554–569. Scopus. https://doi.org/10.1093/elt/ccaf041
Rajcsanyi-Molnar, M., Andras, I., & Czifra, S. (2025). Integrating Serious Games and Gamification for Diverse Learner Groups: Lessons from the “GeoGecko” Project. Education Sciences, 15(4). Scopus. https://doi.org/10.3390/educsci15040440
Singleton, V., Bordeaux, C., Ferguson, E., & Bland, T. (2025). An Educational Trading Card Game for a Medical Immunology Course. Education Sciences, 15(6). Scopus. https://doi.org/10.3390/educsci15060768
Siuko, J., Cloude, E., Paakkari, L., Dindar, M., & Kiili, K. (2025). Mobile Game vs. Digital Text: Gameplay Boosts Situational Interest, Satisfaction, and Emotional Engagement. International Journal of Game-Based Learning, 15(1). Scopus. https://doi.org/10.4018/IJGBL.398542
Smith, R., & Conway, E. (2025). Playing with Numbers: The Social and Behavioural Impacts of Using a Card Game to Teach Business Metrics. Behavioral Sciences, 15(6). Scopus. https://doi.org/10.3390/bs15060761
Sotoca-Orgaz, P., Arévalo-Baeza, M., & Navia, J. A. (2025). Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education. Behavioral Sciences, 15(2). Scopus. https://doi.org/10.3390/bs15020229
Staffa M., Cabibihan J.-J., Siciliano B., Ge S.S., Bodenhagen L., Tapus A., Rossi S., Cavallo F., Fiorini L., Matarese M., & He H. (Eds.). (2026). 17th International Conference on Social Robotics, ICSR+AI 2025. Lecture Notes in Computer Science, 16132 LNAI. Scopus. https://www.scopus.com/pages/publications/105032790427?origin=resultslist
Stephanidis C., Antona M., & Ntoa S. (Eds.). (2022). 24th International Conference on Human-Computer Interaction, HCI International, HCII 2022. Communications in Computer and Information Science, 1583 CCIS. Scopus. https://www.scopus.com/pages/publications/85133193542?origin=resultslist
?wierczy?ska-Kaczor, U. (2024). Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables. Journal of Economics and Management (Poland), 46(1), 25–54. Scopus. https://doi.org/10.22367/jem.2024.46.02
Tammets K., Sosnovsky S., Ferreira Mello R., Pishtari G., & Nazaretsky T. (Eds.). (2026). 20th European Conference on Technology Enhanced Learning, EC-TEL 2025. Lecture Notes in Computer Science, 16064 LNCS. Scopus. https://www.scopus.com/pages/publications/105023365068?origin=resultslist
Tan, C. I., Campbell, A., Jin, Y., Shaker, V., Liew, H.-P., & VAN DER SCHYFF, E. (2025). Investigating the Behavioral Impact of Video Game’s Social Elements on Motivation, Learning, and Student Engagement. Annual Review of CyberTherapy and Telemedicine, 23, 83–89. Scopus.
Tan, H. S., Hew, S. H., & Tan, H. Y. J. (2025). ENHANCING MEDIA AND INFORMATION LITERACY THROUGH EXPERIENTIAL GAME-BASED LEARNING. Malaysian Journal of Learning and Instruction, 22(2), 1–20. Scopus. https://doi.org/10.32890/mjli2025.22.2.1
Thammaboosadee, R. (2025). Stardust Odyssey: City’s Last Stand – Utilising Process Drama and Design-Based Research in Tabletop Game Workshops to Reimagine Active Citizenship in Thailand’s Neoliberal Education Context. Designs for Learning, 16(1), 22–35. Scopus. https://doi.org/10.16993/dfl.235
Tripathy, P., Jayakumar, S. S., & Kumar, A. (2023). Investigation of Online Interactive Modules for Strengthening Emergency Preparedness in Nursing Education. Seminars in Medical Writing and Education, 2. Scopus. https://doi.org/10.56294/mw2023102
Viberg O., Jivet I., Muñoz-Merino P.J., Perifanou M., & Papathoma T. (Eds.). (2023). Proceedings of the 18th European Conference on Technology Enhanced Learning, ECTEL 2023. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14200 LNCS. Scopus. https://www.scopus.com/pages/publications/85171981574?origin=resultslist
Videnovik, M., Vold, T., Kiønig, L., & Trajkovik, V. (2025). Game Strategies to Engage and Empower Students: A Study on Perceptions of Cybersecurity Lesson. International Journal of Game-Based Learning, 15(1). Scopus. https://doi.org/10.4018/IJGBL.391304
Wang N., Rebolledo-Mendez G., Dimitrova V., Matsuda N., & Santos O.C. (Eds.). (2023). 24th International Conference on Artificial Intelligence in Education , AIED 2023. Communications in Computer and Information Science, 1831 CCIS. Scopus. https://www.scopus.com/pages/publications/85164949868?origin=resultslist
Zhou, S., XuQing, Z., LiChao, W., Shu, C., SiYu, G., Meng, Z., Dong, H., & Long, Z. T. (2025). Impact on Cognition of Digital Games-Based Learning Game Interest, Sensory Stimulation, and Emotion. International Journal of Game-Based Learning, 15(1), 1–31. Scopus. https://doi.org/10.4018/IJGBL.398562
Copyright (c) 2026 Mohammad Ariswara Rai Djafar, Dilshan Parera, Lamsike Pateda

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


















