Home / Current Issue / Paper 1716347
Quria - Design and Implementation of an AI-Powered Gamified Educational Application
Subject area: Science,Engineering and Technology · Area of research: Artificial Intelligence
DOI: 10.64388/IREV9I10-1716347
Abstract
The central theme of this paper is the development of a cool AI-powered educational application, which is literally a game. The concept is to increase the interaction and education in college by allowing the system to automatically create quizzes. It can spit out MCQs, fill ins, matching pairs, code order etc. And scores you and presents you with badges and publishes your name on leaderboards. We tried it on 50 undergrads and found a 28-point increase in engagement and 15 point increase in retention compared to normal quizzes. In short, it demonstrates that AI + gamification can mean business to the formative assessment and scale e-learning. Naturally, we mention AI hallucinations and data ethics and recommend how to make it personal. These apps increase user engagement and retention by giving rewards so that people feel a sense of achievement from earning points, unlocking new levels, or beating others on a leaderboard. Many businesses now use gamification to boost habit formation, improve learning outcomes, and reduce churn in their mobile apps We also make a parallel to such tools as Kahoot! and Quizizz, where we outline the benefit of STEM-appropriate questions and convenient LMS integration.
Keywords
AI Quiz Generation, Gamification, Student Engagement, Educational Technology, Formative Assessment, Multiple -Choice Questions, Comparative Analysis.
References
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How to cite this paper
@article{1716347,
author = {Sankha Subhra Ghosh, Vaibhav Raj, Nihal Sivapuram, Dr. Sindhu S.},
title = {Quria - Design and Implementation of an AI-Powered Gamified Educational Application},
journal = {Iconic Research And Engineering Journals},
year = {2026},
volume = {9},
number = {10},
pages = {4257-4266},
issn = {2456-8880},
url = {https://www.irejournals.com/formatedpaper/1716347.pdf},
abstract = {The central theme of this paper is the development of a cool AI-powered educational application, which is literally a game. The concept is to increase the interaction and education in college by allowing the system to automatically create quizzes. It can spit out MCQs, fill ins, matching pairs, code order etc. And scores you and presents you with badges and publishes your name on leaderboards. We tried it on 50 undergrads and found a 28-point increase in engagement and 15 point increase in retention compared to normal quizzes. In short, it demonstrates that AI + gamification can mean business to the formative assessment and scale e-learning. Naturally, we mention AI hallucinations and data ethics and recommend how to make it personal. These apps increase user engagement and retention by giving rewards so that people feel a sense of achievement from earning points, unlocking new levels, or beating others on a leaderboard. Many businesses now use gamification to boost habit formation, improve learning outcomes, and reduce churn in their mobile apps We also make a parallel to such tools as Kahoot! and Quizizz, where we outline the benefit of STEM-appropriate questions and convenient LMS integration.},
keywords = {AI Quiz Generation, Gamification, Student Engagement, Educational Technology, Formative Assessment, Multiple -Choice Questions, Comparative Analysis.},
month = {April},
doi = {https://doi.org/10.64388/IREV9I10-1716347}
}