Proceedings of the International Conference on Recent Advancements and Modernisations in Sustainable Intelligent Technologies and Applications (RAMSITA 2025)

Enhance Learning Capabilities of Students Using Gamification at University Level

Authors
Snehlata Barde1, *, Kush Bhushanwar1, Sumersing Dayaram Patil1, Bhavesh Atulbhai Vaghela1, Aaryan Barde2
1Parul University, Vadodara, Gujrat, India
2LNCT, Bhopal, MP, India
*Corresponding author. Email: v.snehabarde@gmail.com
Corresponding Author
Snehlata Barde
Available Online 26 May 2025.
DOI
10.2991/978-94-6463-716-8_63How to use a DOI?
Keywords
Flipped class; E-Learning; blended learning; Online learning; Gamification
Abstract

Many students’ classes had to be moved online due to the global pandemic of 2020, and many teachers started teaching online without much to no preparation for best practices. The customization of educating children was harmed, and teachers soon found that it was hard to engage and communicate with kids. Student involvement is a catalyst for improved student performance and is lower in a virtual environment than in a face-to-face one. Additionally, students are often less motivated in online situations. To increase student involvement in online learning, a variety of teaching strategies were created (e.g., flipped learning model, blended learning, etc.). Recently, many researchers and practitioners have paid considerable attention to gamification. We applied a new approach for the gamification of education is described in two sections serve and conceptual and find the benefits and challenges with the connection between machine learning and gamification at final result and Analysis report is generated. This approach can help motivate students to want to learn.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference on Recent Advancements and Modernisations in Sustainable Intelligent Technologies and Applications (RAMSITA 2025)
Series
Advances in Intelligent Systems Research
Publication Date
26 May 2025
ISBN
978-94-6463-716-8
ISSN
1951-6851
DOI
10.2991/978-94-6463-716-8_63How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Snehlata Barde
AU  - Kush Bhushanwar
AU  - Sumersing Dayaram Patil
AU  - Bhavesh Atulbhai Vaghela
AU  - Aaryan Barde
PY  - 2025
DA  - 2025/05/26
TI  - Enhance Learning Capabilities of Students Using Gamification at University Level
BT  - Proceedings of the International Conference on Recent Advancements and Modernisations in Sustainable Intelligent Technologies and Applications (RAMSITA 2025)
PB  - Atlantis Press
SP  - 853
EP  - 865
SN  - 1951-6851
UR  - https://doi.org/10.2991/978-94-6463-716-8_63
DO  - 10.2991/978-94-6463-716-8_63
ID  - Barde2025
ER  -