Gamification Design and User Experience of English E‐Learning Based on Intelligent Devices

ABSTRACT With the popularization of smart devices, English E‐learning, as a convenient and efficient learning method, is receiving more and more attention from people. However, traditional E‐learning methods have problems such as dull learning and lack of interactivity, which limit their popularity and application effectiveness among users. Therefore, this article aims to design an English E‐learning gamification system based on intelligent devices, and evaluate its user experience and teaching effectiveness through testing. We have researched and constructed an English E‐learning gamified mobile learning system, and designed the system architecture. Then, using gamified learning mode and knowledge tracking algorithm, an interactive learning environment was provided. In order to implement the system on smart devices, a data processing model was designed, client data interaction was implemented, and a data stream classification algorithm was developed to improve the performance and user experience of the system. Finally, a user experience test was conducted on the system, including usability testing and teaching effectiveness comparison testing. The E‐learning system showed significant advantages in improving English learning ability. Therefore, the gamification design of English E‐learning based on intelligent devices has great potential for improving user experience and teaching effectiveness.

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Publication Details

Journal
Internet Technology Letters
Published
2026-06-18
DOI
https://doi.org/10.1002/itl2.70333
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification Design and User Experience of English E‐Learning Based on Intelligent Devices

Tingting Song
Internet Technology Letters
Educational Games and Gamification
article

Gamification Design and User Experience of English E‐Learning Based on Intelligent Devices

Tingting Song
article en

Abstract

ABSTRACT With the popularization of smart devices, English E‐learning, as a convenient and efficient learning method, is receiving more and more attention from people. However, traditional E‐learning methods have problems such as dull learning and lack of interactivity, which limit their popularity and application effectiveness among users. Therefore, this article aims to design an English E‐learning gamification system based on intelligent devices, and evaluate its user experience and teaching effectiveness through testing. We have researched and constructed an English E‐learning gamified mobile learning system, and designed the system architecture. Then, using gamified learning mode and knowledge tracking algorithm, an interactive learning environment was provided. In order to implement the system on smart devices, a data processing model was designed, client data interaction was implemented, and a data stream classification algorithm was developed to improve the performance and user experience of the system. Finally, a user experience test was conducted on the system, including usability testing and teaching effectiveness comparison testing. The E‐learning system showed significant advantages in improving English learning ability. Therefore, the gamification design of English E‐learning based on intelligent devices has great potential for improving user experience and teaching effectiveness.

Internet Technology LettersVol. 9(4)
Pingdingshan University (CN)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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Gamification Design and User Experience of English E‐Learning Based on Intelligent Devices — Tingting Song · Internet Technology Letters (2026) | TGRS Research Map | TGRS