AI-enhanced gamification in education: an integrative review of trends, impacts, and corrective role potential

Abstract While educational gamification successfully drives student engagement, it faces persistent criticism for fostering extrinsic reward dependency, superficial achievement (“fast leveling”), and inequitable learning experiences. This study posits Artificial Intelligence (AI) as a critical corrective mechanism to these structural limitations, repositioning static game mechanics within dynamic, adaptive learning ecosystems. Adopting an Integrative Review methodology based on Whittemore and Knafl’s framework, this study synthesizes 61 empirical and theoretical studies (2003–2025) identified through systematic two-way snowballing. Complementary bibliometric data from Scopus and ScienceDirect reveals an exponential “J-curve” growth in the field, marking a decisive disciplinary shift from computer science architectures to pedagogical applications in Social Sciences. The findings indicate that AI integration mitigates traditional gamification pitfalls by (1) personalizing difficulty through adaptive algorithms, (2) replacing superficial rewards with intelligent, real-time feedback, and (3) enhancing inclusivity for diverse learner profiles. Crucially, this review proposes the “AI Corrective Role Framework,” a conceptual model grounded in convergent evidence that operationalizes how AI acts as a learner-centered function to deepen cognitive retention and as a decision-making instrument for institutional strategy. These insights offer researchers and policymakers a robust roadmap for implementing sustainable, evidence-based, and equitable gamified learning environments in the era of Generative AI.

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Publication Details

Journal
Journal of Computers in Education
Published
2026-03-11
DOI
https://doi.org/10.1007/s40692-026-00387-0
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

AI-enhanced gamification in education: an integrative review of trends, impacts, and corrective role potential

Rita Fransina Maruanaya, Mochamad Bruri Triyono, Priyo Nugroho Adi, Thomas Köhler et al.
Journal of Computers in Education
Educational Games and Gamification
article

AI-enhanced gamification in education: an integrative review of trends, impacts, and corrective role potential

Rita Fransina Maruanaya, Mochamad Bruri Triyono, Priyo Nugroho Adi, Thomas Köhler, Susana Ayu Handayani, Priyanto
article en

Abstract

Abstract While educational gamification successfully drives student engagement, it faces persistent criticism for fostering extrinsic reward dependency, superficial achievement (“fast leveling”), and inequitable learning experiences. This study posits Artificial Intelligence (AI) as a critical corrective mechanism to these structural limitations, repositioning static game mechanics within dynamic, adaptive learning ecosystems. Adopting an Integrative Review methodology based on Whittemore and Knafl’s framework, this study synthesizes 61 empirical and theoretical studies (2003–2025) identified through systematic two-way snowballing. Complementary bibliometric data from Scopus and ScienceDirect reveals an exponential “J-curve” growth in the field, marking a decisive disciplinary shift from computer science architectures to pedagogical applications in Social Sciences. The findings indicate that AI integration mitigates traditional gamification pitfalls by (1) personalizing difficulty through adaptive algorithms, (2) replacing superficial rewards with intelligent, real-time feedback, and (3) enhancing inclusivity for diverse learner profiles. Crucially, this review proposes the “AI Corrective Role Framework,” a conceptual model grounded in convergent evidence that operationalizes how AI acts as a learner-centered function to deepen cognitive retention and as a decision-making instrument for institutional strategy. These insights offer researchers and policymakers a robust roadmap for implementing sustainable, evidence-based, and equitable gamified learning environments in the era of Generative AI.

Journal of Computers in Education
Yogyakarta State University (ID), Technische Universität Dresden (DE)
Technische Universität Dresden, Lembaga Pengelola Dana Pendidikan
Openalex Percentile: Top 28%
Educational Games and Gamification
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