CIPHER: An AI-Driven Gamified Activity Model for Enhancing Learning and Engagement in Engineering Education
DOI:
https://doi.org/10.16920/jeet/2026/v39is2/26025Keywords:
Gamification, Artificial Intelligence, Collaborative Learning, Engineering Education, CIPHER Model, Digital System CourseAbstract
In response to the growing need for active and engaging learning environments in engineering education, this study introduces CIPHER—a five-layered gamification framework enhanced with AI-driven personalization. Implemented in the first year Digital Systems course, the model—Create, Involve, Predict & Hide, Engage, Reflect (CIPHER)—transformed conventional classroom delivery into a collaborative logic-based decoding challenge. Results from a controlled experiment revealed a statistically significant improvement in student performance, with the experimental group (CIPHER-enabled) achieving higher average Continuous Assessment Test scores confirmed using independent samples T-test (t = 10.49, p < 0.001) than the control group. A post-activity Likert-scale survey (mean scores >4.3) indicated enhanced student engagement, stronger teamwork, and development of higher-order thinking skills. The AI-generated questions used in the Create layer received positive feedback from both students and faculty experts for their alignment with course outcomes and academic rigor. The model’s successful implementation in other disciplines further confirms its scalability and adaptability. Recognized with a Best Strategy Award at a Faculty Conclave, CIPHER offers a replicable, low-cost approach to blending AI, gamification, and collaborative learning for improved outcomes in technical and interdisciplinary education.
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