The Science and Information (SAI) Organization
  • Home
  • About Us
  • Journals
  • Conferences
  • Contact Us

Publication Links

  • IJACSA
  • Author Guidelines
  • Publication Policies
  • Outstanding Reviewers

IJACSA

  • About the Journal
  • Call for Papers
  • Editorial Board
  • Author Guidelines
  • Submit your Paper
  • Current Issue
  • Archives
  • Indexing
  • Fees/ APC
  • Reviewers
  • Apply as a Reviewer

IJARAI

  • About the Journal
  • Archives
  • Indexing & Archiving

Special Issues

  • Home
  • Archives
  • Proposals
  • ICONS_BA 2025

Computer Vision Conference (CVC)

  • Home
  • Call for Papers
  • Submit your Paper/Poster
  • Register
  • Venue
  • Contact

Computing Conference

  • Home
  • Call for Papers
  • Submit your Paper/Poster
  • Register
  • Venue
  • Contact

Intelligent Systems Conference (IntelliSys)

  • Home
  • Call for Papers
  • Submit your Paper/Poster
  • Register
  • Venue
  • Contact

Future Technologies Conference (FTC)

  • Home
  • Call for Papers
  • Submit your Paper/Poster
  • Register
  • Venue
  • Contact
  • Home
  • Call for Papers
  • Editorial Board
  • Guidelines
  • Submit
  • Current Issue
  • Archives
  • Indexing
  • Fees
  • Reviewers
  • RSS Feed

DOI: 10.14569/IJACSA.2026.0170168
PDF

Exploring the Impact of Gamified Artificial Intelligence–Driven English Vocabulary Learning Systems on Learner Retention and Motivation

Author 1: Gogineni Aswini
Author 2: Madhu Munagala
Author 3: V. Saranya
Author 4: Keerthana R
Author 5: Aseel Smerat
Author 6: Vinisha Sumra
Author 7: Ahmed I. Taloba

International Journal of Advanced Computer Science and Applications(IJACSA), Volume 17 Issue 1, 2026.

  • Abstract and Keywords
  • How to Cite this Article
  • {} BibTeX Source

Abstract: The growing development of digital learning platforms has posed an increased demand on gamified and artificial intelligence-based methods of enhancing English vocabulary learning. However, existing studies often treat gamification and AI as loosely pair components, relying on static game mechanics or post-hoc analytics that limit personalization, adaptability, and long-term learning impact. To address these limitations, this study proposes the Gamified AI-Driven Vocabulary Retention and Motivation Enhancer (GAI-VRME), an adaptive learning framework that integrates machine-learning–based learner modeling, real-time difficulty calibration, and adaptive gamification strategies. In contrast to the previous systems, GAI-VRME can dynamically regulate the complexity of the task, the frequency of feedback and the sequence of rewards according to the performance and the motivational state of a specific learner, and can thus be constantly customized to the individual level as the process of learning progresses. The implementation and empirical assessment of the framework were conducted with the help of Python, TensorFlow, and Jupyter Notebook and Teaching-Learning Gamification Dataset of Mendeley Data. Mixed method analysis of vocabulary retention with paired t-tests and sentiment-analysis-based motivation modelling was used. The experimental outcomes show that GAI-VRME has much higher predictive accuracy, vocabulary retention, and learner motivation than the traditional gamified systems. These findings provide empirical evidence that deeply integrated AI-driven adaptive gamification, jointly optimizing cognitive retention and affective engagement, offers a scalable and pedagogically robust solution for modern digital vocabulary learning environments.

Keywords: AI-driven gamified learning; adaptive educational systems; English vocabulary acquisition; learner motivation and engagement; vocabulary retention

Gogineni Aswini, Madhu Munagala, V. Saranya, Keerthana R, Aseel Smerat, Vinisha Sumra and Ahmed I. Taloba. “Exploring the Impact of Gamified Artificial Intelligence–Driven English Vocabulary Learning Systems on Learner Retention and Motivation”. International Journal of Advanced Computer Science and Applications (IJACSA) 17.1 (2026). http://dx.doi.org/10.14569/IJACSA.2026.0170168

@article{Aswini2026,
title = {Exploring the Impact of Gamified Artificial Intelligence–Driven English Vocabulary Learning Systems on Learner Retention and Motivation},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2026.0170168},
url = {http://dx.doi.org/10.14569/IJACSA.2026.0170168},
year = {2026},
publisher = {The Science and Information Organization},
volume = {17},
number = {1},
author = {Gogineni Aswini and Madhu Munagala and V. Saranya and Keerthana R and Aseel Smerat and Vinisha Sumra and Ahmed I. Taloba}
}



Copyright Statement: This is an open access article licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.

IJACSA

Upcoming Conferences

Computer Vision Conference (CVC) 2026

21-22 May 2026

  • Amsterdam, The Netherlands

Computing Conference 2026

9-10 July 2026

  • London, United Kingdom

Artificial Intelligence Conference 2026

3-4 September 2026

  • Amsterdam, The Netherlands

Future Technologies Conference (FTC) 2026

15-16 October 2026

  • Berlin, Germany
The Science and Information (SAI) Organization
BACK TO TOP

Computer Science Journal

  • About the Journal
  • Call for Papers
  • Submit Paper
  • Indexing

Our Conferences

  • Computer Vision Conference
  • Computing Conference
  • Intelligent Systems Conference
  • Future Technologies Conference

Help & Support

  • Contact Us
  • About Us
  • Terms and Conditions
  • Privacy Policy

The Science and Information (SAI) Organization Limited is a company registered in England and Wales under Company Number 8933205.