Learniverse: A Curriculum-Aligned Gamified Learning Platform

Authors

  • Umakant Mandawkar Department of Computer Science and Engineering, Symbiosis Institute of Technology, Nagpur Campus, Symbiosis International (Deemed University), Pune, Maharashtra, India.
  • Hrushikesh Madhukar Panchabudhe Department of Computer Science and Engineering, Symbiosis Institute of Technology, Nagpur Campus, Symbiosis International (Deemed University), Pune, Maharashtra, India.
  • Raksha Patil Department of Computer Engineering, SVKM’s Institute of Technology, Dhule, Maharashtra, India.
  • Shruti Ranmale Department of Computer Engineering, SVKM’s Institute of Technology, Dhule, Maharashtra, India.
  • Piyusha Patil Department of Computer Engineering, SVKM’s Institute of Technology, Dhule, Maharashtra, India.
  • Roshni Patil Department of Computer Engineering, SVKM’s Institute of Technology, Dhule, Maharashtra, India.

DOI:

https://doi.org/10.70917/ijcisim-2026-4194

Keywords:

Gamified learning, role-playing game, educational technology, learning analytics, student engagement, retention learning, System Usability Scale, mobile learning, school education

Abstract

Student disengagement in online education is still a problem because existing approaches do not provide sufficient interactivity, cus-tomization, and continuous motivation. Gamified approaches to learn-ing include various mechanisms such as rewards and levels, yet their effectiveness depends on the integration with pedagogic methods and continuous engagement. This work introduces Learniverse – a gamified learning environment based on RPG mechanics for grades 5 through
Learniverse provides a gamified approach by implementing learning tasks within subject-themed worlds where mastering topics corresponds to completing quests, developing avatars, achieving awards, ranking on leaderboards, and receiving analytics. The system is being implemented with the use of HTML5, CSS3, JavaScript, PHP, and MySQL. For an evaluation at the level of journal articles, a quasi-experimental controlled study with 120 to 150 students divided into five experimental conditions (conventional learning, Moodle, Quizizz, Kahoot, and Learniverse) is proposed. The assessment is carried out through pre-test, post-test, retention test, logging engagement, surveying motivation, calculating SUS scores, interviewing teachers, logging performance, and statistically eval-uating normality, ANOVA/Kruskal-Wallis, post hoc analysis, and effect sizes. Consideration is given to the mobile/tablet capabilities of the sys-tem, its security, anonymity, parental consent, and ethics approval.

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Published

2026-08-04

How to Cite

Umakant Mandawkar, Hrushikesh Madhukar Panchabudhe, Raksha Patil, Shruti Ranmale, Piyusha Patil, & Roshni Patil. (2026). Learniverse: A Curriculum-Aligned Gamified Learning Platform. International Journal of Computer Information Systems and Industrial Management Applications, 18(14s), 23–39. https://doi.org/10.70917/ijcisim-2026-4194

Issue

Section

Original Articles