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Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education

2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), (2026), pp. 357-361

a IT Department, FEU Institute of Technology, Manila, Philippines

Abstract: Gamification has come up as a powerful tool in increasing learning engagement and motivation in online education. As a proposal in this article, the designing and developing of AI-powered game modules in GameMaker for STEM education with adaptive learning capabilities in a gamified setup is ideal. The proposed model can regulate AI in a controlled manner to personalize learning experiences based on game gameplay with adaptive difficulty levels, immediate feedback, and analysis of performance data of learners. Based on developing a game using GameMaker, this research utilizes AI analytical capabilities for achieving learning outcomes in STEM education by aligning game targets with learning in STEM education. A quasi-experimental design was utilized to assign 60 purposively sampled STEM students into experimental and control groups in equal measures. The data gathering methods used in this study include pre and post-tests, in-game engagement metrics and usability surveys based on SUS and TAM. Salient findings show that the AI-enhanced module produced significantly greater learning gains (M=19.80) than the non-adaptive module (M =11.10). Improvements within both groups were significant (p < 0.001), while between-group comparison favored the experimental group (p=0.002). Engagement metrics further revealed that the AI-adaptive group exhibited longer time-on-task, higher level-completion rates, and more active use of hints-indicating sustained engagement and effective utilization of adaptive support.

Recommended Citation

Ramos, R. F., Merced, R. D., Angel, R. M. D., & Cheng, R. S. (2026). Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education. 2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), 357-361. https://doi.org/10.1109/IC4e69618.2026.11631351
R. F. Ramos, R. D. Merced, R. M. D. Angel, and R. S. Cheng, "Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education," 2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), pp. 357-361, 2026. doi: 10.1109/IC4e69618.2026.11631351.
Ramos, Ronel Francisco, et al.. "Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education." 2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e), 2026, pp. 357-361. https://doi.org/10.1109/IC4e69618.2026.11631351.
Ramos, R. F., Merced, R. D., Angel, R. M. D., & Cheng, R. S.. 2026. "Gamified Learning Environments: Designing AI- Enhanced Gamemaker Modules for Stem Education." 2026 17th International Conference on E-Education, E-Business, E-Management and E-Learning (IC4e): 357-361. https://doi.org/10.1109/IC4e69618.2026.11631351.

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