HomeJournal of Interdisciplinary Perspectivesvol. 4 no. 2 (2026)

Rethinking Learning in Higher Education Through AI-Driven Gamification: A Meta-Synthesis

John Mark N. Saldivar

Discipline: Education

 

Abstract:

This meta-synthesis examined educators' roles and experiences in AI-enhanced, gamified learning environments in higher education, emphasizing how integrating artificial intelligence (AI) and gamification enhances engagement, motivation, and educational outcomes. From 3671 academic publications gathered via the Publish or Perish software, 22 qualitative studies from three open-access repositories passed the inclusion and exclusion criteria. Utilizing Braun and Clarke's six-phase thematic analysis alongside the PRISMA 2020 framework, the synthesis yielded ten themes organized into three meta-themes: (1) the evolving responsibilities of educators, (2) the advantages of gamification, and (3) the challenges faced during implementation of AI-driven gamification. The findings revealed that educators are increasingly taking on the roles of designers, collaborators, and evaluators, employing AI tools and gamified approaches to customize instruction, boost engagement, and promote learner autonomy. The incorporation of adaptive algorithms, intelligent feedback, and learning analytics bolsters data-informed pedagogy and ongoing formative assessment. Nevertheless, ethical dilemmas, inadequate digital literacy, and infrastructural deficiencies remain significant barriers. The study concludes that the sustainable integration of AI-driven gamification requires ethical oversight, ongoing faculty training, and institutional preparedness to ensure inclusivity and effectiveness. In alignment with Sustainable Development Goal 4 (SDG 4), the findings advocate for higher education institutions to establish comprehensive AI policies, invest in digital infrastructure, and develop professional expertise to promote equitable, innovative, and lifelong learning environments. Ultimately, AI-enhanced gamification offers a transformative trajectory towards dynamic, student-centric education.



References:

  1. Alonso-Sánchez, J., García-Peñalvo, F.J., & Martín-González, M. (2025). Educators’ reflections on gamified participation in AI-enhanced classrooms. Educational Technology Research and Development, 73(2), 189–206. https://doi.org/10.1007/s11528-025-01056-2
  2. Banihashem, S.K., Noroozi, O., van Ginkel, S., Macfadyen, L., & Biemans, H. (2022). A systematic review of the role of learning analytics in enhancing feedback practices in higher education. Educational Research Review, 37, 100489. https://doi.org/10.1016/j.edurev.2022.100489
  3. Banihashem, S.K., Tlili, A., Gašević, D., & Papamitsiou, Z. (2024). Educators’ perspectives on learning analytics-driven gamification in higher education. Behaviour & Information Technology, 43(4), 530–546. https://doi.org/10.1080/0144929X.2023.2255301
  4. Bond, M., Khosravi, H., De Laat, M., et al. (2024). A meta-systematic review of artificial intelligence in higher education: A call for increased ethics, collaboration, and rigour. International Journal of Educational Technology in Higher Education, 21(4). https://doi.org/10.1186/s41239-023-00436-z
  5. Bond, M., Zawacki-Richter, O., & Perez-Sanagustin, M. (2024). A meta systematic review of AI in higher education. International Journal of Educational Technology in Higher Education, 21(1), 20. https://doi.org/10.1186/s41239-023-00436-z
  6. Braun, V., & Clarke, V. (2025). Reporting guidelines for qualitative research: A values-based approach. Journal of Qualitative Methods, 24, 1–14. https://doi.org/10.1080/14780887.2024.2382244
  7. Caspari-Sadeghi, S., & Ghomi, M. (2023). Learning analytics in higher education: Challenges and barriers. Cogent Education, 10(1), 2162697. https://doi.org/10.1080/2331186X.2022.2162697
  8. Cheah, S., & Wang, W. (2021). AI-enabled gamified web applications for learning engagement: A design partnership approach. Internet of Things and Cyber-Physical Systems, 1(2), 100020. 
  9. Cho, H., & Lim, D.H. (2023). Gamified learning analytics: The mediating role of motivation and engagement in online learning. Computers & Education, 205, 104863. https://doi.org/10.1016/j.compedu.2023.104863
  10. D’Angelo, S., & Rutledge, D. (2024). Artificial intelligence and gamification in digital pedagogy: Higher education instructors’ reflections. TechTrends, 68(2), 221–233. 
  11. Dahlstrøm, C., Petersson, A., & Svensson, K. (2023). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competence: A meta-analysis and systematic review. Educational Technology & Society, 26(4), 88–102. https://doi.org/10.1007/s11423-023-10337-7
  12. Dichev, C., & Dicheva, D. (2024). Gamification in education and training: A systematic literature review. International Review of Education, 70(4), 511–532. https://doi.org/10.1007/s11159-024-10111-8
  13. El-Thalji, I. (2025). Boosting active learning through a gamified flipped classroom: A retrospective case study in higher engineering education. Education Sciences, 15(4), 430. https://doi.org/10.3390/educsci15040430
  14. Fang, F., Hu, X., Wong, S.H., & Yuen, A. (2024). Game-based learning in early childhood education: Effectiveness and implications. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881
  15. Flemming, K. (2021). Qualitative evidence synthesis: Where are we at? International Journal of Qualitative Methods, 20, 1609406921993276. https://doi.org/10.1177/1609406921993276
  16. Funa, A.A. (2025). Policy directions for artificial intelligence in Philippine higher education. Heliyon, 11(1), e30277. https://doi.org/10.1016/j.heliyon.2024.e30277
  17. Gamage, S.H.P.W., Dehideniya, D.M.C.K., & Ekanayake, S.Y.S.M. (2021). Gamified online assessments using intelligent tools: Reflections from higher education staff. Interactive Learning Environments, 29(8), 1300–1317. 
  18. Gandhi, A., Deshmukh, P., & Dongre, A. (2025). Qualitative evidence synthesis: Applications, methods, challenges, and opportunities. Evidence in Context, 3(1). https://doi.org/10.61505/evidence.2025.3.1.135
  19. Gómez Niño, M., Llorent-Vaquero, M., & Suárez-Guerrero, C. (2024). Teachers’ roles in AI-driven gamification: Fostering creativity and motivation in digital classrooms. Journal of Educational Computing Research, 62(3), 355–373. 
  20. Haddaway, N., Page, M., Pritchard, C., & McGuinness, L. (2022). PRISMA2020: An R package and Shiny app for producing PRISMA 2020-compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis. WILEY Online Library. https://onlinelibrary.wiley.com/doi/10.1002/cl2.1230
  21. Handayani, D., Puspitasari, R., & Nisa, K. (2023). Teachers’ adaptive roles in post-pandemic education: Redefining pedagogy through hybrid learning. International Journal for the Scholarship of Teaching and Learning, 17(1), 9. https://doi.org/10.20429/ijsotl.2023.17109
  22. Harzing, A.W. (2024). Publish or perish [computer software]. https://harzing.com/resources/publish-or-perish
  23. Hershkovitz, A., Perera, H., & Saqr, M. (2024). Learning analytics dashboards and teacher decision-making: Emerging directions for data-informed instruction. Education Sciences, 14(11), 1180. https://doi.org/10.3390/educsci14111180
  24. Holmes, W., Porayska-Pomsta, K., Holstein, K., Sutherland, E., Baker, T., et al. (2021). Ethics of AI in education: Towards a community-wide framework. International Journal of Artificial Intelligence in Education, 31(6), 1–23. https://doi.org/10.1007/s40593-021-00239-1
  25. Hong, Y., Huang, Y., & Liu, D. (2024). Adaptive digital gamification with learning analytics: Instructor perspectives on facilitation and evaluation. Computers & Education, 205, 105000. https://doi.org/10.1016/j.compedu.2024.105000
  26. Khaldi, A., Chraibi, S., & El Mohajir, B. (2023). Gamification in higher education: A systematic review of instructors’ roles and challenges. Smart Learning Environments, 10(1), 12. https://doi.org/10.1186/s40561-023-00227-z
  27. Khalil, M., Hsu, T.-C., & Klamma, R. (2022). Learning-analytics dashboards in gamified higher education: Teachers’ practices and reflections. Computers & Education, 190, 104548. https://doi.org/10.1016/j.compedu.2022.104548
  28. Kim, S., & Lee, J. (2023). Faculty experiences integrating adaptive gamification in health-science courses. Interactive Learning Environments, 31(3), 400–415. 
  29. Li, M., & Yu, Z. (2022). Teachers’ satisfaction, role, and digital literacy during the COVID-19 pandemic. Sustainability, 14(3), 1121. https://doi.org/10.3390/su14031121
  30. Li, T., Higgins, J., & Deeks, J.J. (2023). Cochrane handbook for systematic reviews of interventions (version 6.4). Wiley-Blackwell. https://doi.org/10.1002/9781119536604
  31. Loos, E., van de Grift, T., & Zalm, M. (2022). Designing intelligent feedback in gamified university courses: Staff co-creation experiences. Interactive Learning Environments, 30(9), 1837–1855. 
  32. Márquez, L., Alario-Hoyos, C., & Estévez-Ayres, I. (2024). Adoption of learning analytics in higher education institutions: A systematic literature review. British Journal of Educational Technology, 55(4), 1472–1494. https://doi.org/10.1111/bjet.13385
  33. McKenzie, J., Brennan, S.E., Ryan, R.E., & Page, M. (2021). Updated guidance for the reporting of systematic reviews: PRISMA 2020 statement. Journal of Clinical Epidemiology, 134, 178–189. https://doi.org/10.1016/j.jclinepi.2021.02.003
  34. Meylani, R. (2024). Artificial intelligence in the education of teachers: A qualitative synthesis of the cutting-edge research literature. Journal of Computer and Education Research, 12(24), 600–637. https://doi.org/10.18009/jcer.1477709
  35. Murillo-Zamorano, L., López-Sánchez, J.Á., López-Rey, M.J., & Bueno-Muñoz, C. (2023). Gamification in higher education: The ECOn+ Star Battles. Computers & Education, 194,104699. https://doi.org/10.1016/j.compedu.2022.104699
  36. Nguyen, A., Ngo, H.N., Hong, Y., Dang, B., & Nguyen, B.-P.T. (2023). Ethical principles for artificial intelligence in education. Education and Information Technologies, 28, 4221–4241. https://doi.org/10.1007/s10639-022-11316-w
  37. Nguyen, T.H., Wu, J.-Y., & Lee, M.H. (2025). Artificial intelligence-driven gamification for student engagement: A meta-analysis of recent trends. Computers in Human Behavior, 155, 108212. https://doi.org/10.1016/j.chb.2024.108212
  38. Nicholson, S., Harlan, M., & Balestrini, M. (2022). Designing for engagement: Co-creation and gamification in digital learning platforms. Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI ’22). https://doi.org/10.1145/3491102.3517667
  39. Ortiz-Rojas, M., Caro, M.L., & Dávila-Aponte, A. (2025). Teacher orchestration in AI-supported gamification: Managing motivation and overload. Advances in Simulation, 10(2), 33. https://doi.org/10.1186/s40594-024-00521-3
  40. Pedro, L. F. M., Lopes, A. M., Prates, M. B., & Martins, F. (2023). Cognitive load, motivation, and learning outcomes in AI-supported gamified learning systems. British Journal of Educational Technology, 54(6), 1612–1630. https://doi.org/10.1111/bjet.13398
  41. Pelizzari, F. (2023). Gamification in higher education: A systematic literature review. Italian Journal of Educational Technology, 31(3), 21–43. https://doi.org/10.17471/2499-4324/1335
  42. Pratiwi, H., Riwanda, A., Hasruddin, H., Sujarwo, S., & Syamsudin, A. (2025). Transforming learning or creating dependency? Teachers’ perspectives and barriers to AI integration in education. Journal of Pedagogical Research, 9(2), 127–142. https://doi.org/10.33902/JPR.202531677
  43. Rahman, N., & Wahab, M.N.A. (2023). Malaysian educators’ perceptions of AI-augmented gamified e-learning: Opportunities and barriers. International Journal of Emerging Technologies in Learning, 18(4), 55–69. 
  44. Ryan, R.M., & Deci, E.L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
  45. Saini, M., Sengupta, E., Singh, M., Singh, H., & Singh, J. (2023). Sustainable Development Goal for Quality Education (SDG 4): A study on SDG 4 to extract the pattern of association among the indicators of SDG 4 employing a genetic algorithm. Education and Information Technologies, 28(2), 2031–2069. https://doi.org/10.1007/s10639-022-11265-4
  46. Sharen, R. (2023). Redefining teacher identity in the age of digital pedagogy: From knowledge providers to learning facilitators. International Journal for the Scholarship of Teaching and Learning, 17(1), 109. https://doi.org/10.20429/ijsotl.2023.17109
  47. Skantz-Åberg, E. (2022). Teachers’ professional digital competence: An overview of contemporary definitions and research on teachers’ digital competence. European Journal of Teacher Education. https://doi.org/10.1080/2331186X.2022.2063224
  48. Su, C.-H., & Cheng, C.-H. (2024). AI-driven game-based learning in universities: Educators’ experiences with adaptive systems. Computers in Human Behavior Reports, 15, 100336. https://doi.org/10.1016/j.chbr.2023.100336
  49. Subramanian, A., Iyer, R., & Suresh, K. (2021). Implementing AI-assisted gamified quizzes in engineering education: Instructor reflections. Interactive Learning Environments, 29(4), 512–529. 
  50. Susnjak, T. (2022). Learning analytics and dashboards in online education: Exploring instructor perceptions and practices. International Journal of Educational Technology in Higher Education, 19(1), 22. https://doi.org/10.1186/s41239-021-00313-7
  51. Tan, X., Cheng, G., & Ling, M.H. (2024). Artificial intelligence in teaching and teacher professional development: A systematic review. Computers and Education: Artificial Intelligence, 8, Article 100355. https://doi.org/10.1016/j.caeai.2024.100355
  52. Tsai, C.-W., Hsu, Y.-S., & Yu, F.-Y. (2022). Faculty adoption of AI-supported mastery learning through gamified modules. Education and Information Technologies, 27(5), 6497–6516. 
  53. Tsulaia, N. (2023). Constructivism as a theory of learning (foundations and significance). Basics of Learning the Latest Theories and Methods. ResearchGate. https://tinyurl.com/yhftuka8
  54. Wang, L., & Zhao, X. (2022). Teachers’ reflective practices in AI-powered gamified learning environments. British Journal of Educational Technology, 53(5), 1098–1112. https://doi.org/10.1111/bjet.13205
  55. Wang, S., Wang, F., Zhu, Z., Wang, J., et al. (2024). Artificial intelligence in education: A systematic literature review. Expert Systems with Applications, 247, 124167. https://doi.org/10.1016/j.eswa.2024.124167
  56. Yadav, D. (2022). Criteria for good qualitative research: A comprehensive review. Asia-Pacific Education Researcher, 31(6), 679–689. https://doi.org/10.1007/s40299-021-00619-0
  57. Yilmaz, R.M., & Keser, H. (2023). Educators’ experiences with adaptive gamification and AI-based analytics in higher education. Australasian Journal of Educational Technology, 39(2), 81–97. 
  58. Zainuddin, Z., Habiburrahim, H., & Shuja, M. (2022). Teachers’ perspectives on gamified flipped learning supported by AI analytics. Education and Information Technologies, 27(8), 11321–11342.