Learniverse: A Curriculum-Aligned Gamified Learning Platform
DOI:
https://doi.org/10.70917/ijcisim-2026-4194Keywords:
Gamified learning, role-playing game, educational technology, learning analytics, student engagement, retention learning, System Usability Scale, mobile learning, school educationAbstract
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.