Integration of Adaptive AI and Collaborative Gamification: A Contextualized Personalization Model to Enhance Student Engagement in Cloud-Based Learning

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Authors: Informatics System, STIKOM Uyelindo Kupang, Kupang, Indonesia, Remerta Noni Naatonis, Skolastika Siba Igon, Informatics System, STIKOM Uyelindo Kupang, Kupang, Indonesia, Sumarlin, Informatics System, STIKOM Uyelindo Kupang, Kupang, Indonesia, Edwin Ariesto Umbu Malahina, Informatics Engineering, STIKOM Uyelindo Kupang, Kupang, Indonesia, Franki Yusuf Bisilisin, Informatics Engineering, STIKOM Uyelindo Kupang, Kupang, Indonesia, Meliana Oktavia Meo, Informatics Engineering, STIKOM Uyelindo Kupang, Kupang, Indonesia
Cited by: 1

Abstract

This study evaluates the effectiveness of integrating adaptive Artificial Intelligence (AI) and collaborative gamification systems into a cloud-based learning platform to enhance learning personalization and student engagement in higher education. Through a quasi-experimental design with 225 students divided into three groups (AI + gamification, AI only, and control), the study examines the effects of the intervention on learning outcomes, engagement, and academic motivation. Data were collected through cognitive assessments, engagement and motivation instruments, platform analytics, and qualitative interviews. The results showed that the integration of AI and collaborative gamification significantly improved learning outcome scores (F(2,220) = 42.68, p < 0.001, η² = 0.28) and student engagement, particularly in the social and agency dimensions. Structural Equation Modeling analysis revealed positive direct and interaction effects of both technologies on learning engagement (CFI = 0.94; RMSEA = 0.048). This study also introduces a “Contextual Personalization” model that combines individual, social, and collaborative adaptation, and emphasizes the role of digital literacy and learning styles in moderating the effectiveness of interventions. These findings offer conceptual and practical contributions to the transformation of digital education to be more adaptive, collaborative, and student-centered.

Fields of Study & Subjects

Educational Games and Gamification Technology-Enhanced Education Studies Innovative Teaching and Learning Methods

Publication details

Journal / source
International Journal of Information and Education Technology
Publisher
EJournal Publishing
Volume
16
Issue
2
Pages
546–556
Publication date
1 January 2026