A KNN-Based Bilingual Book Recommendation System with Gamification and Learning Analytics
Abstract
1. Introduction
2. Related Work
2.1. Book Recommendation Systems in Education
2.2. Hybrid and KNN-Based Recommendation Approaches
2.3. Bilingual and Multilingual Recommender Systems
2.4. Gamification in Learning and Recommendation
2.5. Learning Analytics and Adaptive Feedback
3. Materials and Methods
3.1. System Architecture
- 1.
- Frontend layer;
- 2.
- Backend layer;
- 3.
- AI recommendation layer.
3.2. Data Sources and Datasets
3.3. Data Structure and Feature Representation
3.3.1. Book Feature Representation
- is a genre vector, represented through a multi-hot or weighted approach to reflect those texts that encompass more than one genre category, like fiction, science, and history;
- represents the author’s vector, which is learned based on co-occurrence patterns or through pre-trained semantic models to identify thematic links between authors;
- represents the target age value or recommended age range that has been normalized to be consistent with the learner’s grade levels;
- is used for encoding the language of the book (Kazakh or Russian) in a categorical or binary form, which is necessary for bilingual personalization and language-specific recommendations;
- represents the semantic embedding of the book description, achieved through language-specific or cross-lingual text embedding models;
- is the aggregated average rating or quality score based on the historical usage pattern, and provides a global popularity and quality indication.
3.3.2. User Feature Representation
- represents the learner’s preferred instructional language, which plays a key role in bilingual recommendation and content filtering;
- captures genre preferences inferred from past reading interaction data;
- represents the learner’s class or grade level and is used as a proxy for reading ability;
- represents past reading behavior based on aggregated engagement measures, including reading completion, interaction frequency, and participation in learning activities, normalized in the learner population.
3.3.3. Bilingual Normalization as a Core Design Component
3.3.4. Design Rationale
- 1.
- Interpretability: Features provide semantic meaningfulness and traceability, allowing instructors to understand and trust the results of suggestions.
- 2.
- Educational Relevance: “User” and “item” feature sets explicitly include educational attributes like age, language, and reading behavior.
- 3.
- Computational Efficiency: The vector representation system is efficient for similarity computation within the KNN framework, making it school infrastructure compatible.
3.4. KNN-Based Recommendation Model
3.4.1. User/User Similarity via Weighted Cosine Distance
- and are referred to as the n-th normalized feature value for users and , respectively;
- represents a weight given either directly or heuristically in an attempt to reflect the relevancy of each particular variable (for instance, genre preferences could be weighted more than language, which could be weighted more than grade);
- N is the number of user features used in calculating the similarity.
3.4.2. User-Based Rating Prediction
- is the predicted rating or engagement likelihood for book by user , based on neighbor feedback;
- denotes the set of top-k most similar users (or neighbors) to ;
- is the observed feedback for user on book (if available).
3.4.3. Hybrid Recommendation Score: Combining User- and Item-Based Signals
- is the predicted engagement based upon item–item similarity. This is calculated in a similar fashion to user–user similarity from Equation (4), except that it is computed for item (book) vectors;
- is a parameter that controls how much personalization (user-based) and content features (item-based) are considered.
3.4.4. Pedagogical and Technical Justification
- The k-Nearest Neighbors (KNN) algorithm works well in an academic setting where transparency is a key requirement for the human understanding of recommendations made by an algorithm;
- The hybrid model improves the robustness in the cold start setting for introduced users or books without interaction history;
- The use of weighted cosine similarity helps to ensure that the recommendation is bilingual, age related, and interest based;
- The system retains low computational complexity, thus allowing the use of school-level computational power instead of cloud-based deep learning capabilities.
3.5. Gamification Layer and User Engagement Tracking
3.5.1. Gamification Elements and Mechanics
- Points System: Those participating can earn points for action items like opening a recommended text, turning over a certain number of pages, completing a text, or giving feedback. Points can be set based on the difficulty level and relevance of the recommended material;
- Badges and Achievements: Badges are earned when specific milestones are attained, for example, “First Book Completed”, “Five books in target language”, or “Top genre explorer”. This is intended to be encouraging visual reinforcement of intrinsic motivation;
- Reading Challenges/Missions: This platform comes up with time-bound missions to read certain books along with a certain theme (e.g., “Read three fantasy books this month” and “Read a Kazakh-language book this week”). These reading missions are designed according to the learning profile of the reader;
- Leaderboards (Optional): Optional leader boards help learners assess their progress alongside other learners in a non-competitive manner. Data indicating comparisons is carefully balanced to avoid overemphasization and ensure that no one is left out.
3.5.2. Integration with Recommendation Engine
- Reward Weights for Relevance: The weightage of rewards for reading suggested books would be higher than that for books selected randomly. This approach would encourage participants to read suggested books and also promote the credibility of the recommendations system;
- Challenge Generation: The reading challenges are partly formulated on the basis of previous reading behaviors and the recommended vectors. For instance, if a person is a fan of Russian books, then a recommended challenge could be to read books in Kazakh to promote bilingual proficiency;
- Feedback Loop into the Recommendation Layer: The gamified interactions (e.g., ratings of a book, completing a challenge, or skipping a video) are taken into consideration in the profile of user behavior.
3.5.3. User Engagement Tracking and Analytics
- Session length and reading time;
- Book completion rates;
- Challenge participation and success rates;
- Reactions to recommendations (e.g., accept, skip, and delay);
- Preferred language based on user engagement.
3.5.4. Pedagogical Justification and Design Considerations
3.5.5. Privacy and Ethical Safeguards
- Anonymized data for engagement tracking is stored securely with appropriate consent for participation in leader boards;
- Teachers’ and administrators’ view privileges are limited to the aggregate dashboards and do not involve user log data, and this helps ensure learner privacy.
3.6. Model Evaluation
3.6.1. Offline Evaluation Metrics
- is defined as the top-k recommended items for user i;
- denotes items related to aggregated interaction signals, such as completion and engagement signals, for user i;
- Precision@k calculates how many of the recommended items are actually relevant, whereas Recall@k calculates how many relevant items are correctly recommended.
- refers to the actual observed feedback (such as rating or completion);
- is the predicted score produced by the model;
- T is the test set containing M user–item pairs.
3.6.2. Behavioral and Subjective Evaluation
- Personal relevance of suggested books;
- User satisfaction with reading suggestions;
- Challenge engagement and completion rates;
- Inferred language preference from selected content;
- Teacher dashboard feedback on observed student engagement.
- 1.
- It is used in model parameter optimization, specifically for k, , and weights ;
- 2.
- It helps to identify if the recommendations are matched to the students’ interest, language ability, or intellect.
3.6.3. Parameter Tuning and Optimization
- k (number of neighbors), varied in the range ;
- (weight for the hybrid model), adjusted for a balanced score between the user-based and item-based methods;
- (weights for features), initialized by hand and adjusted by grid search according to domain-specific considerations (e.g., weighting genre similarity more than language).
3.6.4. Baseline Models and Reproducibility Details
3.6.5. Summary of Evaluation Outcomes
3.7. System Flow Diagram
- 1.
- Frontend layer;
- 2.
- Backend Services Layer;
- 3.
- AI Recommendation Layer (Ref: Figure 3).
3.7.1. Frontend Layer
- Bilingual registration and authentication system, which includes the functionality of setting a preferred language;
- Capabilities of search and navigation within a digital library of curated content that are filtered based on appropriate age and interests;
- An interactive reading interface with the ability to annotate and track the reader’s progress;
- A gamification layer with support for points, badges, and leaderboards, as well as a visual progress mechanism;
3.7.2. Backend Services Layer
- Providing secure authentication and role-based access control for students, teachers, and administrators;
- Handling anything relating to book metadata, genres, authors, or user profiles;
- Offering persistent storage through PostgreSQL, with multilingual indexes to support efficient search and retrieval in different languages;
- Providing REST and GraphQL APIs to enable smooth integration with frontend clients and microservices.
3.7.3. AI Recommendation Layer
- Natural language processing (NLP) pipelines for Kazakh and Russian languages that handle tasks such as tokenization, lemmatization, and embedding creation;
- Feature extraction from user and book vectors (Section 3.3) in the calculation of personalized relevance scores;
- User- and item-based KNN similarity computation, enabling flexible adaptation to sparse datasets;
- A hybrid scoring method that combines both cooperative and content filtering approaches using a weighting parameter (Section 3.4);
- Event tracking for gamification, such as achievement detection (first book completed and explorations of different genres), milestone detection, and achievement triggering.
3.7.4. Figure and System Flow
4. Results and Evaluation
4.1. Experimental Setup
- Interaction data from 156 schoolchildren;
- 600 carefully selected bilingual books;
- Around 12,000 interaction records aggregated, including the following:
- −
- Reading completion events;
- −
- Interactions with recommended items;
- −
- Participation in the online quiz after the readings.
- The multilingual normalization of bibliographic metadata (titles and descriptions);
- TF-IDF vectorization of book summaries for semantic embedding extraction;
- Categorical encoding for genre, language, and age groups;
- Min–max normalization on numerical attributes (e.g., reading times and rating scores).
4.2. Evaluation Metrics
- Precision@k: The number of relevant recommendations in the top-k recommendations.
- Recall@k: The proportion of relevant books that are correctly suggested.
- F1-score: The harmonic mean of precision and recall.
- RMSE: The root mean squared error of rating predictions.
- Likert scales for surveys to measure the quality of recommendations and levels of user satisfaction, using values from one to five.
- Behavioral analytics, such as weekly reading activity, reading time, book finish, and quiz attempts.
4.3. Quantitative Results
- The proposed KNN approach reaches the same level of accuracy as that achieved using neural networks, but it has the following benefits:
- −
- It has a four to six times faster training time;
- −
- It has full interpretability, which is necessary in educational contexts.
- Bilingual normalization results in an improvement of 12.4% over a monolingual baseline in the accuracy measure for the Kazakh language, hence proving the success of the strategy for bilingual feature integration.
4.4. Engagement and Educational Outcomes
- The average weekly reading time per user increased by 28%.
- A 34% increase in the number of finished books was observed.
- A 22% increase in quiz responses was observed.
- A 17% increase in self-perceived levels of motivation was observed using a survey (n = 490).
- 1.
- Suggestions related to their interests, reading levels, and corresponding age ranges;
- 2.
- Gamification features such as badges, points, and levels were an incentive mechanism that motivated engagement with the system;
- 3.
- The bilingual interface supported flexible switching between the texts in Kazakh and Russian.
4.5. Discussion of Results
- High levels of interpretability: The educators will be in a position to understand the reasoning behind the recommendations of the books (for instance, the genre and age appropriateness).
- Low computational cost: It is appropriate for implementation within the school setting.
- Strong bilingual capabilities: It meets linguistic diversity requirements in Kazakhstan.
- Integration of Gamification: Gamification reinforces learning motivation and literacy practices.
4.6. Visualization Example
4.7. Summary
- Strips away overly specific elements from educational reading recommendations,
- Promotes student engagement and autonomous behaviors.
- Adapts effectively in resource-limited educational environments,
- Most importantly, it fits within teaching goals like inclusiveness, transparency, and relevance.
4.8. Example of Interpretable Recommendation
5. Discussion
5.1. Interpretability and Efficiency
5.2. Bilingual Adaptation and Language Equity
5.3. Gamification and Motivation
5.4. Educational Alignment and Teacher Feedback
5.5. Limitations
5.6. Future Directions
- Cold start based on semantic similarity between new books and user profiles.
- Dynamic user modeling that relies on changing preferences inferred from interaction data.
- Integration with adaptive quizzes and reading reflections to allow for feedback and developmental paths.
- Support for additional languages or dialects, English included, to enhance accessibility.
- Longitudinal assessment in collaboration with schools and literacy programs, in order to evaluate the impact of the system on educational outcomes.
6. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| KNN | K-Nearest Neighbors |
| LLM | Large Language Model |
| UI | User Interface |
| NLP | Natural Language Processing |
| CF | Collaborative Filtering |
| MF | Matrix Factorization |
| MLP | Multilayer Perceptron |
| RMSE | Root Mean Square Error |
| TF-IDF | Term Frequency–Inverse Document Frequency |
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| Model Type | Interpretability | Computational Cost | Educational Adaptability | Personalization Level | Transparency for Educators |
|---|---|---|---|---|---|
| Knowledge graph-based hybrid [17,18,20] | Low | High | Limited | High | Low |
| Deep neural hybrid models [7,19,21,22,28,29] | Low | High | Limited | High | Low |
| Probabilistic/ keyword/feature fusion [5,23] | Medium | Medium | Weak | Moderate | Moderate |
| Cluster/time-based hybrid models [25,26] | Medium | Medium | Weak | Moderate | Moderate |
| Library fuzzy/ temporal hybrids [6,24] | Medium | Medium | Weak | Moderate | Low |
| Group and sentiment-based NLP models [27,28] | Low | High | Weak | Moderate | Low |
| KNN-based hybrid (this work) | High | Low | Strong | Personalized | High |
| Metric | Value (Test Set) |
|---|---|
| Precision@10 | 0.71 |
| Recall@10 | 0.64 |
| RMSE | 0.82 |
| Relevance (Survey) | 87% positive rating |
| Language Adaptivity | +12% relevance gain for Kazakh content |
| Challenge Completion | 68% avg. among active users |
| Model | Precision@10 | Recall@10 | F1-Score | RMSE | Training Time (s) |
|---|---|---|---|---|---|
| CF (User-based) | 0.64 | 0.51 | 0.57 | 0.912 | 3.8 |
| Matrix Factorization | 0.69 | 0.59 | 0.63 | 0.841 | 8.2 |
| MLP (Neural Recommender) | 0.73 | 0.61 | 0.66 | 0.822 | 27.4 |
| Proposed KNN () | 0.71 ± 0.04 | 0.63 ± 0.05 | 0.67 | 0.826 | 4.1 |
| Learner | Grade | Language | Top-3 Recommendations | Match (%) | Gamification |
|---|---|---|---|---|---|
| Learner A | 6 | Kazakh | Kyz Zhibek, Ay men Kun, Alpamys | 95, 88, 84 | Level 5 (820 pts) |
| Learner B | 8 | Russian | Harry Potter, The Hobbit, Narnia | 92, 89, 85 | Level 6 (940 pts) |
| Learner C | 5 | Kazakh | Yer Tostik, Maqta kyz, Altyn Saqa | 90, 87, 82 | Level 4 (760 pts) |
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© 2026 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Kassenkhan, A. A KNN-Based Bilingual Book Recommendation System with Gamification and Learning Analytics. Information 2026, 17, 120. https://doi.org/10.3390/info17020120
Kassenkhan A. A KNN-Based Bilingual Book Recommendation System with Gamification and Learning Analytics. Information. 2026; 17(2):120. https://doi.org/10.3390/info17020120
Chicago/Turabian StyleKassenkhan, Aray. 2026. "A KNN-Based Bilingual Book Recommendation System with Gamification and Learning Analytics" Information 17, no. 2: 120. https://doi.org/10.3390/info17020120
APA StyleKassenkhan, A. (2026). A KNN-Based Bilingual Book Recommendation System with Gamification and Learning Analytics. Information, 17(2), 120. https://doi.org/10.3390/info17020120

