CIPHER: An AI-Driven Gamified Activity Model for Enhancing Learning and Engagement in Engineering Education

Authors

  • Kavitha D. Department of Electrical and Electronics Engineering, Thiagarajar College of Engineering, Tamil Nadu
  • Elavarasan A. Department of EEE, Thiagarajar College of Engineering, Madurai – 625015
  • Anitha D. Department of AMCS/Thiagarajar College of Engineering, Madurai - 625015

DOI:

https://doi.org/10.16920/jeet/2026/v39is2/26025

Keywords:

Gamification, Artificial Intelligence, Collaborative Learning, Engineering Education, CIPHER Model, Digital System Course

Abstract

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.

Downloads

Download data is not yet available.

Downloads

Published

2026-02-17

How to Cite

D., K., A., E., & D., A. (2026). CIPHER: An AI-Driven Gamified Activity Model for Enhancing Learning and Engagement in Engineering Education. Journal of Engineering Education Transformations, 39(Special Issue 2), 202–212. https://doi.org/10.16920/jeet/2026/v39is2/26025

References

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

Anitha, D., & Kavitha, D. (2022). Improving problem-solving skills through technology assisted collaborative learning in a first year engineering mathematics course. Interactive Technology and Smart Education, 20(4), 534–553.

Awidi, I. T., & Paynter, M. (2019). The impact of a flipped classroom approach on student learning experience. Computers & Education, 128, 269–283. https://doi.org/10.1016/j.compedu.2018.09.013

Buckley, P., & Doyle, E. (2017). Gamification and student motivation. Interactive Learning Environments, 25(7), 1–14. https://doi.org/10.1080/10494820.2015.1064440

Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games Based Learning, 50–57. https://doi.org/10.13140/2.1.3615.1523

Chapman, R., & Rich, P. (2018). Exploring student engagement in gamified learning environments: A scoping review. Journal of Educational Technology Systems, 47(1), 101–137. https://doi.org/10.1177/0047239518785943

Culbida, C. I., Krouska, A., & Sgouropoulou, C. (2025, June). Knowledge management systems: A review of artificial intelligence integration and technologies. In IFIP International Conference on Artificial Intelligence Applications and Innovations (pp. 105–117). Springer Nature Switzerland.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). https://doi.org/10.1145/2181037.2181040

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.

Gastwirth, J. L., Gel, Y. R., & Miao, W. (2009). The impact of Levene’s test of equality of variances on statistical theory and practice. Statistical Science, 24(3), 343–360. https://doi.org/10.1214/09-STS301

Holman, C., Aguilar, S. J., & Fishman, B. (2021). AI-supported, just-in-time feedback for student learning: Design principles and evaluation. British Journal of Educational Technology, 52(1), 76–91. https://doi.org/10.1111/bjet.12967

Krouska, A., Troussas, C., & Virvou, M. (2021). Adaptive learning using AI: Personalized teaching and assessment in digital education. Computers in Human Behavior Reports, 4, 100136. https://doi.org/10.1016/j.chbr.2021.100136

Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proceedings of the 6th International Conference on Virtual Learning (ICVL) (pp. 323–329).

Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326