Enhancing Mobile Learning Platforms through Meaningful Gamification: Heatmaps, Quizzes, and Time-Based Rewards

Authors

DOI:

https://doi.org/10.3991/ijim.v19i15.55423

Keywords:

gamification, BLAP, player-vs-player quizzes, habit-tracking heatmap, visual time statistics, educational platform

Abstract


Developing long-term study habits through gamification in educational platforms presents a significant challenge. The approaches taken by modern gamified platforms and researchers to gamify the educational platform often rely on extrinsic rewards akin to video games, which engage students but fail to cultivate the intrinsic motivation necessary for habit development. Educational platforms commonly implement badges, leaderboards, achievements, and points (BLAP) that predominantly reward students for their results rather than their effort, thereby lacking meaningful gamification. To address these issues, this paper proposes alternative strategies such as competitive player-vs-player quizzes, visual time statistics, and a habit-tracking heatmap to foster intrinsic motivation through a competitive environment that enhances self-awareness and cultivates a growth mindset. This research utilized an initial survey and literature review to identify the shortcomings of existing gamification approaches, developed a prototype based on the hypotheses, and engaged participants in interactive sessions to gather qualitative feedback. Subsequently, a quantitative survey measured the effectiveness of the proposed strategies. As an initial exploratory study, this paper aims to lay the groundwork for future empirical validation of these strategies. The findings from this phase provide initial validation that these new features may serve as effective alternatives to traditional gamification elements. While the study suggests these methods have potential, a longitudinal evaluation is necessary to assess their long-term impact on study habits.

Author Biographies

Krishna Lamsal, Kathmandu University, Dhulikhel, Nepal

Krishna Lamsal interests lie at the intersection of Human-Computer Interaction, machine learning, and behavioral analytics, focusing on designing engaging, data-driven educational technologies. He is currently exploring how gamification, interactive interfaces, and Artificial intelligence can enhance learning outcomes and user motivation. He may be contacted by e-mail at krishnalamsal760@gmail.com, ORCID: https://orcid.org/0009-0003-3869-5549.

Sudhan Bhattarai, Kathmandu University, Dhulikhel, Nepal

Sudhan Bhattarai interests center around human-computer interaction and data mining, particularly exploring how appropriate algorithmic approaches can be used to create more intuitive and intelligent digital systems. Outside of his academic work, he enjoys diving into problem-solving challenges and collaborative research. He may be contacted by e-mail at bhattaraiavinav400@gmail.com, ORCID: https://orcid.org/0009-0000-1279-4029.

Sulav Pokharel, Kathmandu University, Dhulikhel, Nepal

Sulav Pokharel academic interests span human-computer interaction, intelligent systems, and the thoughtful application of emerging technologies. They are particularly curious about how machine learning and AI can be integrated into everyday tools to create more responsive and user-centered digital experiences. They may be contacted by e-mail at sulavpokharel7@gmail.com, ORCID: https://orcid.org/0009-0000-5975-3398.

Sashank Baral, Kathmandu University, Dhulikhel, Nepal

Sashank Baral has a strong foundation in human-computer interaction, machine learning, and deep learning; his aspirations lie in solving e-learning challenges using gamification and integrating intelligent models to solve real-life challenges. Driven by curiosity and a commitment to meaningful innovation, they aim to bridge the gap between complex algorithms and real-world applications. They may be contacted via e-mail at baral.sashank@gmail.com, ORCID: https://orcid.org/0009-0007-3333-5797.

Sushil Shrestha, Digital Learning Research Lab, Department of Computer Science and Engineering, Kathmandu University

Dr. Sushil Shrestha is an Associate Professor in the Department of Computer Science and Engineering at Kathmandu University, Nepal, and the Lead Researcher of the Digital Learning Research Lab, specializing in learning analytics, human-computer interaction, e-governance, and educational technology. He may be contacted by e-mail at sushil@ku.edu.np, ORCID: https://orcid.org/0000-0003-2225-2578

Niroj Dahal, Kathmandu University School of Education, Lalitpur, Nepal

Dr. Niroj Dahal works as a lecturer at the Department of STEAM Education. His research interests span a wide range, including ICT in education, qualitative research, transformative research, mathematics education, and STEAM education. He may be contacted by e-mail at niroj@kusoed.edu.np, ORCID: https://orcid.org/0000-0001-7646-1186.

Md. Kamrul Hasan, United International University, Dhaka, Bangladesh

Dr. Md. Kamrul Hasan is a Professor of the Department of English at United International University (UIU) in Dhaka, Bangladesh, specializing in vocabulary, English Language Teaching (ELT), sociolinguistics, and Second Language Acquisition (SLA). He holds a Ph.D. in Applied Linguistics from Universiti Utara Malaysia and has published extensively in Scopus and Web of Science-indexed journals. He may be contacted by e-mail at kamrul@english.uiu.ac.bd, ORCID: https://orcid.org/0000-0003-2353-4673.

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Published

2025-08-13

How to Cite

Lamsal, K., Bhattarai, S., Pokharel, S., Baral, S., Shrestha, S., Dahal, N., & Hasan, M. K. (2025). Enhancing Mobile Learning Platforms through Meaningful Gamification: Heatmaps, Quizzes, and Time-Based Rewards. International Journal of Interactive Mobile Technologies (iJIM), 19(15), pp. 4–25. https://doi.org/10.3991/ijim.v19i15.55423

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Papers