AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment
Abstract
1. Introduction
- The research examines how various gamification modes affect learner engagement, experience, and perceived outcomes in a second-language virtual environment.
- Our study engaged a cohort of one hundred ESL (English as a second language) students, providing valuable insights by comparing different gamified levels of learning environments.
- The results of the study indicate that it is essential to understand user backgrounds to ensure effective virtual learning.
- While higher interactivity in virtual learning environments can enhance the learning experience, it might have a negative impact on actual learning outcomes.
- H1: In the blended language-learning environment, learners are more engaged in learning with a non-linear gamified guiding mode (exploration mode) than in the other two learning modes.
- H2: In the blended language-learning environment, learners have a better learning experience in learning with a non-linear gamified guiding mode (exploration mode) than in the other two learning modes.
- H3: In the blended language-learning environment, learners perceive a better understanding of learning with a non-linear gamified guiding mode (exploration mode) than in the other two learning modes.
2. Related Work
2.1. Guiding Strategies in Learning
2.2. Second-Language Learning in a Virtual Learning Environment
2.3. Gamification in Language Learning
2.4. Artificial Intelligence in Education
2.5. AI-Powered Gamification in Education
3. User Study
3.1. Participant
3.2. System Design
3.3. Procedure
3.3.1. Traditional Group
3.3.2. Linear Group
3.3.3. Exploration Group
3.3.4. Data Collection and Analysis
4. Results
4.1. The Impact of Gamified Scaffolding on L2 Learning
4.2. The Impact of Second-Language Anxiety on L2 Learning
4.3. The Impact of Other Factors on L2 Learning
5. Discussion
5.1. Interactivity
5.2. Motivation and Engagement
5.3. Limitation and Future Research
- 1
- Limited learning resources: Another limitation is that as an in-house proof-of-concept prototype, our application has limited learning resources and functionalities for the user, and this could affect user engagement if they were expecting a commercial-grade application experience.
- 2
- Lack of adaptive design: In our study, the gamified environment was not personalised to learners’ cognitive styles, motivational drivers, or individual gamification preferences. Future work should include pre-assessments of learner profiles to better match gamification strategies with learner needs.
- 3
- Comprehensive user profile: In addition, the participants recruited were from a very similar demographic background—most of them were university undergraduate students, and a majority of them did not have study experiences in an English-speaking country. This could affect the results because some participants felt the content was less relevant to them. Moreover, not factoring in participants’ prior gaming experiences provided a neutral ground to evaluate their engagement and perceptions in the virtual learning environment without biases from past experiences. Future research should incorporate a more diverse participant demographic to mitigate the potential biases and provide robust outcomes.
- 4
- Short-term learning duration: Additionally, this research was designed during a Master’s study, which limited the duration of the learning session. While short-term studies like ours offer immediate insights, they might not capture the evolving nature of engagement and perceptions over time. Extended learning sessions in a longitudinal setup may potentially reveal different engagement patterns and perception trends not evident in our short-term investigation. Future research could beneficially extend this framework, applying our findings in a long-term study to explore the longitudinal benefits and provide a comprehensive gamification guide for language-learning environments.
6. Conclusions
- 1
- Our study revealed that second-language anxiety is not the key factor affecting the learning experience in any of the three modes in a virtual environment. The result indicated that a gamified virtual learning environment could be a powerful tool for language learning as it has the potential to ease users’ second-language anxiety.
- 2
- The results reveal that the traditional linear learning context with fewer interactions had the lowest learning experience in the L2 learning environment among the three groups, while participants in both the linear mode and the exploration mode reported a higher level of learning experiences and engagement. However, since the differences were not statistically significant, fully understanding the role of interaction in L2 virtual learning environments requires further investigation.
- 3
- As our study revealed that different modes in virtual language learning do not significantly affect L2 learning in terms of the learning experience, engagement, and perceived learning, we suggest that such applications can adopt any learning mode or a combination of different modes that best suits the learning content.
- 4
- AI should be integrated strategically to enhance specific pedagogical approaches, such as providing adaptive scaffolding for task-based learning, rather than being viewed as a one-size-fits-all solution. Its value lies in its ability to personalise, adapt, and provide targeted feedback within a well-defined learning strategy, guiding the learning process.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Game Mode | |||
---|---|---|---|
Traditional | Linear | Exploration | |
Full Learning Content | ✓ | ✓ | ✓ |
Role-play Practice | ✓ | ✓ | ✓ |
Movement Control | ✗ | ✓ | ✓ |
Interactive Environment | ✗ | ✓ | ✓ |
Progress Control | ✗ | ✗ | ✓ |
Questions |
---|
General questions What is your ID on the home screen? What is your first language? Which country are you living in now? Please indicate your self-assessed English level |
Survey questions (1)You get nervous and confused when you are speaking English. (2) You want to speak less because you feel shy while speaking English. (3) You start to panic when you have to speak English without preparation in advance. (4) You feel less anxious to speak English after you have practised and prepared the conversation. (5) Rate the difficulty you experienced in carrying out the task (6) The contents/materials distributed were helpful. (7) You were making progress toward the end of the session. (8) You are confident that you are mastering the content of the simulation activity that the training presented to me. (9) Overall, how interested are you in the learning session? (10) Participation and interaction were encouraged in the learning session. (11) You were motivated to continue learning new content in the learning session (12) Did you find yourself becoming so involved that you were unaware you were even using controls at any point in the learning session? (13) The teaching methods used in this training were helpful and effective. (14) Overall, you were guided toward the end of the session. (15) You know how to get help when you do not understand the concepts covered in this training. (16) Overall, the learning session was easy to follow. (17) Did you enjoy the learning session? (18) You would recommend the learning materials to your friends or classmates. Do you have any other comments regarding the questions above? |
Component | |||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1 | −0.028 | 0.897 | −0.041 | 0.009 | 0.054 |
2 | −0.063 | 0.926 | −0.071 | 0.000 | −0.117 |
3 | 0.177 | 0.813 | −0.041 | −0.159 | −0.011 |
4 | 0.293 | 0.117 | 0.752 | −0.047 | −0.236 |
5 | 0.111 | 0.209 | −0.789 | 0.068 | −0.254 |
6 | 0.554 | 0.125 | −0.023 | −0.835 | −0.074 |
7 | 0.547 | 0.072 | 0.016 | −0.891 | 0.093 |
8 | 0.274 | 0.044 | 0.307 | −0.704 | 0.557 |
9 | 0.844 | 0.174 | 0.106 | −0.501 | 0.128 |
10 | 0.813 | 0.179 | 0.134 | −0.579 | 0.091 |
11 | 0.873 | 0.148 | 0.177 | −0.543 | 0.111 |
12 | 0.792 | −0.058 | 0.092 | −0.362 | 0.031 |
13 | 0.890 | −0.012 | 0.072 | −0.337 | 0.132 |
14 | 0.777 | −0.005 | 0.094 | −0.480 | 0.217 |
15 | 0.556 | 0.117 | −0.073 | −0.185 | 0.721 |
16 | 0.571 | −0.081 | 0.358 | −0.433 | 0.608 |
17 | 0.832 | 0.008 | 0.031 | −0.417 | 0.309 |
18 | 0.884 | 0.075 | 0.046 | −0.333 | 0.216 |
H1.1 | H1.2 | H1.3 | H1.4 | H1.5 | |
---|---|---|---|---|---|
Normality | < = 0.05 | < = 0.05 | < = 0.05 | < = 0.05 | < = 0.05 |
K-W ANOVA | > = 0.05 | > = 0.05 | > = 0.05 | > = 0.05 | > = 0.05 |
Descriptives | No Diff | No Diff | No Diff | No Diff | No Diff |
Homogeneity | > = 0.05 | < = 0.05 | > = 0.05 | > = 0.05 | > = 0.05 |
One-way ANOVA | > = 0.05, F < 0.05 | > = 0.05, F > 0.05 | > = 0.05, F > 0.05 | > = 0.05, F > 0.05 | > = 0.05, F > 0.05 |
Turkey HSD | < = 0.05 | N/A | N/A | N/A | N/A |
Power Calculation | > = 0.8 | > = 0.8 | > = 0.8 | > = 0.8 | > = 0.8 |
Null Hypothesis | Accepted | Accepted | Accepted | Accepted | Accepted |
N | Mean | Std. Deviation | ||
---|---|---|---|---|
Positive Interactions | Traditional | 36 | 56.69 | 54.393 |
Linear | 34 | 89.12 | 168.374 | |
Exploration | 30 | 55.60 | 75.664 | |
Total | 100 | 67.39 | 111.440 | |
Negative Interactions | Traditional | 36 | 38.03 | 16.455 |
Linear | 34 | 32.26 | 13.583 | |
Exploration | 30 | 30.53 | 17.336 | |
Total | 100 | 33.82 | 15.994 | |
Total Interactions | Traditional | 36 | 94.72 | 56.996 |
Linear | 34 | 121.38 | 171.438 | |
Exploration | 30 | 86.13 | 80.451 | |
Total | 100 | 101.21 | 114.304 | |
Time Spent (sec) | Traditional | 36 | 2139.89 | 1005.020 |
Linear | 34 | 2057.65 | 914.918 | |
Exploration | 30 | 2019.73 | 803.709 | |
Total | 100 | 2075.88 | 909.887 |
N | Mean | Std. Deviation | ||
---|---|---|---|---|
Experience | Traditional | 35 | 3.3714 | 0.78969 |
Linear | 34 | 3.3750 | 0.74366 | |
Exploration | 31 | 3.6935 | 0.72875 | |
Total | 100 | 3.4725 | 0.76264 | |
English Anxiety | Traditional | 35 | 3.2571 | 0.70981 |
Linear | 34 | 3.1961 | 0.92521 | |
Exploration | 31 | 3.2043 | 0.94154 | |
Total | 100 | 3.2200 | 0.85309 | |
Difficulty | Traditional | 35 | 3.3286 | 0.70651 |
Linear | 34 | 3.3382 | 0.59950 | |
Exploration | 31 | 3.3387 | 0.62433 | |
Total | 100 | 3.3350 | 0.63982 | |
Confidence | Traditional | 35 | 3.3048 | 0.66848 |
Linear | 34 | 3.4216 | 0.80949 | |
Exploration | 31 | 3.6452 | 0.57048 | |
Total | 100 | 3.4500 | 0.70013 | |
Guidance | Traditional | 35 | 3.5857 | 0.65849 |
Linear | 34 | 3.4412 | 0.83271 | |
Exploration | 31 | 3.5806 | 0.77564 | |
Total | 100 | 3.5350 | 0.75296 |
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Jiang, X.; Wang, R.; Hoang, T.; Ranaweera, C.; Dong, C.; Myers, T. AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment. Electronics 2025, 14, 2732. https://doi.org/10.3390/electronics14132732
Jiang X, Wang R, Hoang T, Ranaweera C, Dong C, Myers T. AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment. Electronics. 2025; 14(13):2732. https://doi.org/10.3390/electronics14132732
Chicago/Turabian StyleJiang, Xuemei, Rui Wang, Thuong Hoang, Chathurika Ranaweera, Chengzu Dong, and Trina Myers. 2025. "AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment" Electronics 14, no. 13: 2732. https://doi.org/10.3390/electronics14132732
APA StyleJiang, X., Wang, R., Hoang, T., Ranaweera, C., Dong, C., & Myers, T. (2025). AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment. Electronics, 14(13), 2732. https://doi.org/10.3390/electronics14132732