Abstract
This study examined the effects of an AI-enhanced gamified learning platform on vocational students’ programming achievement and interaction-related motivation. The platform was designed based on the GAFCC instructional model and incorporated real-time AI-mediated feedback to support learners during Java programming tasks. A quasi-experimental design was conducted with 90 first-year vocational students assigned to either an AI-enhanced gamified condition or a gamified condition without AI support. Programming achievement and interaction-related motivation were assessed following the intervention. Statistical analyses indicated that students in the AI-enhanced condition achieved significantly higher programming performance and reported stronger interaction-related motivation, particularly in confidence and satisfaction. The findings suggest that AI-mediated feedback is associated with improvements in learner–system interaction quality, which in turn supports better task performance and motivational responses.
1 Introduction
Growing demand for computational skills has led countries to prioritize programming education in vocational training. In China, policies such as the Digital China strategy and the Double High Plan have advanced the integration of programming and digital literacy into vocational curricula (; ). As programming becomes central to vocational digital literacy, scalable and effective teaching strategies are increasingly needed.
These vocational education reforms aim to align training with industry needs across intelligent manufacturing, software services, and AI-driven operations (). Game-based learning and gamification approaches have been widely recognized for enhancing learner motivation and engagement through structured game elements such as challenges, feedback, and rewards (; ). By gamifying instructional tasks, GBL makes learning more active and supports cognitive development through scaffolded, immersive experiences ().
Adaptive gamification offers personalized feedback and task adjustments, but many systems still depend on static rules and fixed learner profiles. This limits their ability to respond to real-time changes in cognition, emotion, or behavior and reduces instructional flexibility (). Artificial Intelligence (AI) offers new opportunities to overcome these constraints. AI technologies such as machine learning, user modeling, and learning analytics enable real-time adaptation, personalized feedback, and intelligent task sequencing (). Emerging research has begun to explore integrating AI-driven feedback into gamified learning environments to support real-time adaptation and personalized instruction (; ).
However, empirical evidence in vocational programming contexts is still scarce. Despite these developments, existing studies often treat AI tutoring and gamification separately, with limited investigation of their combined effects on engagement and achievement. Vocational students often have limited prior knowledge, low metacognitive awareness, and fluctuating motivation, making programming tasks especially difficult (). These challenges require instructional strategies that are both responsive and individualized. AI-enhanced gamification could provide such support but remains underexplored in vocational contexts ().
This study aims to examine how AI-mediated feedback shapes learner interaction in a gamified programming environment and to evaluate its effects on task performance and interaction-related motivation. Two complementary frameworks guide the development. Technologically, it applies the AIED framework to deliver adaptive instruction and real-time feedback (; ). Pedagogically, the platform adopts the GAFCC model, comprising Goal, Attention, Feedback, Challenge, and Consolidation, to structure cognitively aligned game-based learning. Although the GAFCC model has yielded positive results in other domains, its use in vocational programming education remains underexplored.
From a learning-theory perspective, AI-mediated feedback can be viewed as adaptive scaffolding that supports learners’ progress in complex programming tasks. Consistent with constructivist learning theory, knowledge is actively constructed through interaction and problem-solving, while immediate AI feedback may reduce cognitive load and support incremental understanding, particularly for novice learners who often struggle with debugging and algorithmic reasoning. Building on this perspective, the present study examines how AI-mediated feedback within a gamified programming environment influences vocational students’ learning outcomes and interaction-related motivation. By linking adaptive AI feedback with established instructional design principles, this study extends existing research by integrating AI-mediated feedback with a structured gamified instructional model (GAFCC) and by examining both programming achievement and multidimensional interaction-related motivation within a unified framework.
2 Literature review
This review synthesizes recent studies on programming education in vocational contexts, focusing on learner challenges, gamification strategies, and the role of artificial intelligence in personalized learning. Programming is widely perceived as difficult by vocational students, who often lack prior experience in abstract reasoning and problem-solving. Common challenges include understanding syntax, applying algorithms, and sustaining learning motivation, which are further intensified by cognitive overload, limited interaction, and low learner confidence (; ).
To address these challenges, gamification has been increasingly adopted as a learner-centered instructional approach. By integrating goals, feedback, rewards, and progress indicators, gamified learning environments have been shown to enhance learner motivation, engagement, and persistence in programming education (). However, traditional gamification typically applies uniform game elements to all learners without accounting for individual differences in prior knowledge or learning progress. Such one-size-fits-all designs often fail to support diverse learner needs, leading to disengagement among advanced learners and frustration among beginners ().
Recent research, therefore, proposes adaptive gamification as an improvement over traditional approaches. Adaptive gamification adjusts task difficulty, feedback, and rewards based on learner performance and progress, and has demonstrated positive effects on engagement and learning outcomes (; ). Nevertheless, many adaptive systems rely on predefined rules and static learner profiles, which limit real-time responsiveness and restrict their ability to capture dynamic changes in learners’ cognitive and motivational states ().
Artificial Intelligence in Education (AIED) has thus emerged as a promising direction for advancing adaptive gamified learning. Through learning analytics, user modeling, and intelligent agents, AI enables continuous monitoring of learner behavior and supports real-time adaptation of content, feedback, and task difficulty. Compared with rule-based approaches, AI-driven gamification offers greater flexibility and scalability, making it better suited to complex vocational learning environments. AI-enhanced adaptive gamification has been increasingly examined as a means to integrate real-time feedback, learner modeling, and generative AI for personalized learning pathways and dynamic instructional adjustment ().
To guide the integration of gamification and AI, this study adopts the GAFCC model as an instructional framework. GAFCC provides a structured sequence for supporting learner engagement and instructional decision-making and has been applied in various educational contexts (; ). However, existing applications of GAFCC often rely on static instructional plans with limited adaptive support. Although prior studies have reported positive effects of adaptive gamification and AI-based instruction on motivation and engagement, few systems integrate a structured pedagogical model with real-time AI-driven adaptation. This gap is particularly evident in vocational education, where learners frequently demonstrate low self-regulation, unstable motivation, and difficulty with abstract programming concepts (). Addressing this gap, the present study develops and evaluates an AI-enhanced gamified learning platform grounded in the GAFCC framework for vocational programming education.
To address this gap, the study tests the following hypotheses:
H01: The AI-enhanced platform does not significantly improve programming achievement.
H02a: The AI-enhanced platform does not significantly improve learners’ attention as a dimension of interaction-related motivation.
H02b: The AI-enhanced platform does not significantly improve learners’ relevance as a dimension of interaction-related motivation.
H02c: The AI-enhanced platform does not significantly improve learners’ confidence as a dimension of interaction-related motivation.
H02d: The AI-enhanced platform does not significantly improve learners’ satisfaction as a dimension of interaction-related motivation.
As shown in
Figure 1, the framework specifies two primary causal pathways. The AIED mechanisms (e.g., real-time feedback and learner modeling) directly support programming achievement by optimizing task guidance and reducing learning inefficiencies (
;
). In parallel, the GAFCC model influences interaction-related motivation through structured engagement elements corresponding to the ARCS dimensions: attention, relevance, confidence, and satisfaction (
;
). This dual-path structure provides a theoretical basis for distinguishing cognitive performance outcomes from motivational responses. However, differences across ARCS components are best interpreted based on empirical findings rather than inferred directly from the framework.
Figure 1
In line with the conceptual framework, Figure 2 presents the AI-mediated interaction mechanism that operationalizes the proposed model. The figure illustrates how learner input is processed to generate adaptive feedback. This mechanism provides the analytical basis for understanding how AI-mediated interaction supports both programming achievement and interaction-related motivation, as examined in the study. The mechanism involves three core stages: intent recognition, generative processing, and interactive feedback delivery.
Figure 2
Learner input is first interpreted through intent recognition and learner modeling, enabling adaptive instructional decisions (; ). It is then processed to generate context-sensitive responses and scaffolded guidance (), followed by real-time feedback to support task completion and sustained engagement. This interaction process offers a theoretical explanation for the relationship between AI-mediated feedback and both programming achievement and interaction-related motivation ().
The interaction is completed through feedback, including explanations, task guidance, and motivational support. These functions correspond to the feedback and challenge components of the GAFCC model and directly support key motivational dimensions. Specifically, adaptive feedback enhances attention by maintaining learner focus, improves relevance by linking tasks to learner needs, and supports confidence through scaffolded guidance. In addition, continuous feedback and task progression contribute to satisfaction by reinforcing a sense of achievement. From a cognitive perspective, real-time feedback reduces task difficulty and supports problem-solving, thereby improving programming performance. This process forms a continuous cycle of interaction and adaptation aligned with AIED principles, providing a conceptual basis for understanding the relationship between AI-mediated interaction and both programming achievement and interaction-related motivation ().
3 Materials and methods
This study aimed to examine the effects of AI-assisted gamified learning on vocational students’ programming achievement and interaction-related motivation. The primary research question was whether embedding real-time AI support within a game-based learning environment would improve learning outcomes compared with the same gamified platform without AI assistance. It was hypothesized that students in the AI-supported condition would demonstrate higher programming achievement and stronger interaction-related motivation.
A quasi-experimental design was employed. Participants were assigned to groups based on existing class arrangements. The experimental group received gamified programming instruction with real-time AI-supported feedback, while the comparison group used the same instructional content and game structure without AI support. Both groups were exposed to identical learning objectives, tasks, and instructional materials, ensuring that AI support was the only systematic difference between conditions. All instructional materials were developed using an interactive authoring platform and aligned with national curriculum standards for vocational programming education (; ).
3.1 Instructional design framework and learning materials
The instructional design and delivery in this study were guided by the GAFCC model, which includes five pedagogical stages: goal setting, attention focusing, feedback, challenge, and consolidation. The study was conducted over a four-week period during regular classroom sessions. In Week 1, a pre-test was administered, followed by a two-week intervention phase (Week 2–3). In Week 4, a post-test and questionnaire were conducted. All learning materials were developed using Articulate Storyline 360 and aligned with the 2025 Higher Vocational Software Technology Standards issued by the Ministry of Education of China.
The gamified learning environment was structured using a board-game-style interface to guide learners through the instructional sequence (Figure 3). The interface organizes learning tasks into progressive stages and provides clear goals at the beginning of each unit. This design reflects the task sequencing and goal-orientation components of the GAFCC model. Visual progression and structured task flow support sustained attention during programming activities. Embedded multimedia elements, such as instructional videos and interactive quizzes, further maintain engagement and provide contextual learning support. This structure supports attention and relevance by providing clear task organization and continuous goal progression within the learning sequence.
Figure 3
Formative feedback was delivered through real-time AI-assisted responses during learning tasks. When learners encountered errors or uncertainties, they could request immediate support through the AI interface. The system provided context-specific error explanations and corrective guidance. This feedback function acts as adaptive scaffolding, helping learners identify mistakes and refine their solutions during task execution (Figure 4). It reduces uncertainty and supports learner confidence, thereby promoting continuous engagement with programming tasks.
Figure 4
Programming challenges were designed as structured coding activities that increased in difficulty. Learners applied Java programming concepts in an interactive coding environment and received AI-assisted guidance when needed. Step-by-step hints and error diagnostics were provided to support problem-solving and iterative improvement. Key programming concepts were revisited across multiple tasks to strengthen knowledge consolidation (Figure 5). This structure supports satisfaction through successful task completion and contributes to improved programming performance.
Figure 5
Throughout the instructional process, learner interactions were automatically recorded. These data supported adaptive feedback during instruction and enabled subsequent analysis of learning performance and interaction patterns. This data collection also provided an empirical basis for evaluating the effectiveness of the AI-mediated gamified learning environment.
3.2 AI-supported mechanism
The generative AI component was implemented using a large language model accessed via an API interface. Prompt templates were predefined to structure learner inputs, incorporating task context, error type, and expected learning objectives. This design ensured consistent feedback generation across learners and tasks. Feedback generation followed a hybrid approach combining rule-guided adaptation with generative AI-based responses, where predefined rules mapped learner performance conditions to corresponding feedback strategies. Repeated errors prompted more explicit hints, while correct or near-correct responses elicited concise feedback ().
As shown in Figure 6, the AI-supported learning mechanism comprises three layers: the data layer, the generative AI layer, and the output layer. The data layer collects learner activity, conversation history, and question bank resources to support user modeling. The generative AI layer processes structured prompts using a template-based prompt builder and a large-language-model API. Learner input is first formatted into predefined prompt structures. It is then analyzed to identify error patterns. Based on this analysis, feedback strategies are selected and adapted according to predefined rules and learner performance conditions. The output layer provides real-time instructional support, including dynamic questions, personalized learning pathways, and motivational feedback. This layered design ensures systematic processing of learner input and supports adaptive feedback and formative assessment for personalized learning ().
Figure 6
3.3 Participants and sampling
Participants were first-year vocational students from a vocational college in Southeast China, enrolled in an introductory programming course. A total of 90 students participated in the study, with 45 in the experimental group and 45 in the comparison group. Participants were assigned to groups based on intact class structures, consistent with a quasi-experimental design, as random assignment was not feasible in the natural classroom setting. Both groups received instruction on the same content and learning objectives within the four-week study period. The instructional intervention was implemented over two weeks (Week 2–3) during regular classroom sessions, ensuring equivalent instructional exposure across groups. The instructional content was based on the textbook Java Programming: Fundamentals and Practice, published by People's Posts and Telecommunications Press, which aligns with the Higher Vocational Software Technology Standards issued by the , ensuring curricular consistency across groups.
3.4 Research instruments
The design focuses on evaluating two key learning outcomes: programming achievement and interaction-related motivation. Programming achievement was measured using the Computer Programming Achievement Test (CPAT), developed in accordance with national curriculum standards. Interaction-related motivation was assessed using the Instructional Materials Motivation Survey (IMMS), grounded in the ARCS motivational model (). Both instruments have been widely used in programming and instructional design research. Pre-test and post-test scores were analyzed using analysis of covariance (ANCOVA) to control for baseline differences. This provides evidence supporting the effectiveness of the intervention and aligns with established guidelines for interpreting ANCOVA in educational research ().
In this study, interaction-related motivation refers to learners’ motivational responses elicited through interaction with the AI-mediated gamified system. It reflects how system feedback, task adaptation, and interface features influence learners’ attention, perceived relevance, confidence, and satisfaction during programming tasks. These dimensions were operationalized using the ARCS-based Instructional Materials Motivation Survey (IMMS). In the main study sample, the IMMS demonstrated good internal consistency, with Cronbach's alpha coefficients ranging from.85 to.90 across the four dimensions. Previous studies have also reported strong reliability of the IMMS in programming and digital learning contexts (), supporting its use for measuring interaction-related motivation based on the ARCS model ().
The CPAT was developed in accordance with national curriculum standards and reviewed by three programming education experts to ensure content validity, with a focus on item relevance, curriculum alignment, and coverage of key programming concepts. In the main study, the CPAT achieved a Kuder–Richardson Formula 20 (KR-20) reliability coefficient of 0.78, indicating acceptable internal consistency. These results support the suitability of the CPAT for evaluating programming achievement in the present study.
3.5 Experimental procedures
The experiment lasted 4 weeks, with a 2-week intervention phase (Weeks 2–3). In the first week, all participants completed a 60 min pre-test using the Computer Programming Achievement Test (CPAT) to assess their basic knowledge. In the second and third weeks, both groups of participants engaged in 80 min of gamified learning activities each week. The experimental group (AI-GAME) used a gamified learning system enhanced with artificial intelligence assistance. In contrast, the control group (GAME) used the same gamified interface but received only fixed, non-adaptive feedback. Both groups had access to the same content, including video lessons, quizzes, and debugging tasks. In the fourth week, all students completed an 80-minute post-test (CPAT) and an IMMS questionnaire to assess their learning motivation. Figure 7 provides a visual overview of the experimental process, including the grouping, intervention, and assessment phases.
Figure 7
To maintain internal validity, all participants followed the same instructional sequence, content, game elements, and learning duration. The only manipulation was the use of AI-based instructional support, which allowed for a comparative analysis of its impact on learning performance and motivation (). The GAFCC model provided a common instructional framework for both groups of students, which the AI-supported system extended with real-time feedback and adaptive scaffolding. Based on this controlled design, the data analysis results are presented in the following sections.
4 Results
This section presents the key findings from the study's quantitative analysis. It compares the instructional effects of the two gamified learning platforms, AI-GAME and GAME, on vocational students’ programming achievement and interaction-related motivation. Results are organized by outcome variables: achievement (measured by CPAT) and motivation (measured by IMMS across the four ARCS dimensions: Attention, Relevance, Confidence, and Satisfaction). The data are analyzed using ANCOVA and one-way ANOVA where appropriate. Descriptive statistics, statistical significance, and observed trends are reported to support interpretation.
4.1 Learning achievement
The Computer Programming Achievement Test (CPAT), developed by the researcher, was used to assess students’ programming achievement. It consisted of 30 items: 20 multiple-choice questions (each worth 2 marks) and 10 fill-in-the-blank questions (each worth 6 marks), all aligned with the core content of the vocational Java programming syllabus. Content validity was established through expert review, and item analysis was conducted to examine difficulty and discrimination indices. The Kuder–Richardson Formula 20 (KR-20) was used to assess internal consistency, yielding a coefficient of.84 based on pilot data (N = 35), indicating good reliability for educational testing ().
The ANCOVA revealed a significant main effect of group on post-test performance, F (1, 87) = 40.31, p < .001, partial η2 = 0.32. After adjusting for pre-test scores, the AI-GAME group achieved a higher mean score (M = 85.96) compared to the GAME group (M = 73.62), indicating a substantial instructional effect. The adjusted means were similar to the raw means, suggesting that baseline knowledge had minimal impact on the outcomes. This provides evidence supporting the effectiveness of the intervention and aligns with prior recommendations for interpreting ANCOVA under conditions of minimal covariate influence (Miyazaki et al., 2022; ). Results are summarised in Table 1.
Table 1
| Group | N | Pre-test Mean | Post-test | ||||
|---|---|---|---|---|---|---|---|
| Mean | SD | Adjusted Mean | F | Post Hoc | |||
| AI-GAME | 45 | 20.18 | 85.67 | 8.25 | 85.96 | 40.311*** | (1) > (2) |
| GAME | 45 | 24.71 | 73.78 | 9.12 | 73.62 | ||
Descriptive and ANCOVA results of learning achievement.
Each group consisted of 45 participants (N = 90). Values represent mean (SD) and adjusted mean. Results are based on ANCOVA with pre-test scores as the covariate (***p < .001, partial η2 = .32).
A one-way ANCOVA was conducted to compare post-test scores between groups, with pre-test scores as the covariate. Preliminary assumption checks supported the use of ANCOVA. The Shapiro–Wilk test confirmed normality for the GAME group (p = .269). Although the AI-GAME group showed slight non-normality (p = .021), the sample sizes were equal, and ANCOVA is generally considered robust to moderate violations of normality. Levene's test indicated homogeneity of variance (p = .773). The interaction between group and covariate was not statistically significant (p = .139), confirming the assumption of homogeneity of regression slopes. These results justified the application of ANCOVA.
4.2 Interaction-related motivation
A customized version of the Instructional Materials Motivation Survey (IMMS; ) was used to measure interaction-related motivation in the AI-GAME and GAME groups. The instrument followed the ARCS model and included four dimensions: attention, relevance, confidence, and satisfaction, with 36 items in total. Responses were rated on a five-point Likert scale (1 = not true, 5 = very true). A pilot study (N = 35) indicated good internal consistency, with Cronbach's alpha coefficients ranging from.83 to.88 across the four dimensions. Item-level ANOVA results for the IMMS dimensions are reported in the table. Overall, the AI-GAME group reported higher motivation scores than the GAME group across all four ARCS dimensions, with several items showing statistically significant differences.
Item-level analyses further supported these findings, with several items within each dimension showing statistically significant differences in favor of the AI-GAME group (Tables 2–5). Specifically, significant differences were observed in attention items (Q1, Q2, Q10), relevance items (Q14, Q18, Q19), and a confidence-related item (Q22) (p < .05). These results indicate that AI-mediated support had a stronger effect on feedback-driven, interaction-based, and application-oriented aspects of motivation, which are closely related to real-time interaction and adaptive guidance. Following the item-level findings, construct-level comparisons were conducted using ANCOVA to examine differences across the four ARCS dimensions, while controlling for pre-test programming achievement (Table 6).
Table 2
| Attention (A) item description | Game-AI Mean (SD) | Game Mean (SD) | F | p |
|---|---|---|---|---|
| Q1. The introductory part of the gamified course caught my attention | 3.8 (1.0) | 3.3 (0.9) | 7.83 | .006 |
| Q2. The visual style and interactive design of the game-based course were engaging | 3.9 (0.9) | 3.2 (1.0) | 13.3 | .001 |
| Q3. The quality of the game-based tasks and programming videos helped maintain my attention | 3.8 (0.9) | 3.7 (0.9) | 0.51 | .478 |
| Q4. The integration of game mechanics and quizzes helped make the course more appealing | 3.6 (1.0) | 3.5 (0.8) | 0.53 | .468 |
| Q5. The way the information is arranged in this course helped keep my attention | 3.3 (0.8) | 3.2 (1.1) | 0.44 | .510 |
| Q6. This gamified course included elements that triggered my curiosity about programming | 3.9 (1.0) | 3.5 (1.0) | 3.07 | .083 |
| Q7. Some of the tasks in this course revealed surprising patterns or logic in programming | 3.8 (1.0) | 3.3 (1.2) | 5.53 | .021 |
| Q8. The variety of classroom activities helped keep my attention | 3.9 (0.9) | 3.5 (0.8) | 3.53 | .064 |
| Q9. The scoring and badges in the game encouraged me to stay focused on learning tasks | 4.0 (0.9) | 3.7 (1.0) | 2.29 | .134 |
| Q10. The sound effects, animations, or pop-up feedback made the game experience more engaging | 3.7 (0.9) | 3.1 (0.9) | 11.57 | .001 |
| Q11. I looked forward to the interactive tasks and unexpected elements in the course | 4.1 (0.8) | 3.6(1.0) | 5.52 | .021 |
Post-test ANOVA results for attention dimension items.
Each group consisted of 45 participants (N = 90). Values represent post-test mean (SD). F and p values are based on one-way ANOVA for item-level comparisons.
Table 3
| Relevance (R) Item Description | Game-AI Mean (SD) | Game Mean (SD) | F | p |
|---|---|---|---|---|
| Q12. It is clear how the course builds on my previous knowledge in computing and logic | 4.1 (0.9) | 3.6 (1.0) | 5.80 | .018 |
| Q13. Completing programming tasks in the game was important to my understanding | 4.1 (1.0) | 3.7 (0.9) | 3.53 | .064 |
| Q14. The logic and coding problems in the game were relevant to my interests | 3.8 (0.9) | 3.3 (0.9) | 6.04 | .016 |
| Q15. The examples in the course showed how programming can be used in real life | 3.6 (0.9) | 3.4 (0.8) | 1.77 | .187 |
| Q16. The way challenges and feedback were presented made me feel the content was worth learning | 3.6 (1.0) | 3.2 (0.9) | 4.96 | .029 |
| Q17. I could relate the course content to my experiences with digital tools or games | 3.9 (0.9) | 3.5 (1.1) | 5.48 | .022 |
| Q18. I think I can use what I learned in this course in future learning or work | 3.7 (1.0) | 3.1 (1.1) | 9.68 | .003 |
| Q19. The skills practised in this course seemed useful for solving real-life or job-related problems | 4.0 (0.9) | 3.4 (0.8) | 11.11 | .001 |
Post-test ANOVA results for relevance dimension items.
Each group consisted of 45 participants (N = 90). Values represent post-test mean (SD). F and p values are based on one-way ANOVA for item-level comparisons.
Table 4
| Confidence (C) Item Description | Game-AI Mean (SD) | Game Mean (SD) | F | p |
|---|---|---|---|---|
| Q20. I expected the course to be manageable when I first accessed the game platform | 3.8 (0.9) | 3.5 (1.0) | 5.38 | .023 |
| Q21. After reading the instructions, I felt confident about what I was supposed to do | 4.0 (1.0) | 3.5 (1.1) | 4.99 | .028 |
| Q22. The AI hints in the course gave me the confidence to complete difficult tasks | 3.8 (0.9) | 3.3 (0.9) | 6.04 | .016 |
| Q23. As I completed each programming task, I felt more confident in my ability to solve it | 3.5 (0.8) | 3.6 (0.9) | 0.43 | .516 |
| Q24. After practicing on this course, I felt confident about passing the assessments | 3.5 (0.9) | 3.7 (1.2) | 0.59 | .446 |
| Q25. The well-structured game flow helped me feel confident in learning the content | 3.7 (0.9) | 3.7 (1.0) | 0.00 | .972 |
| Q26. The immediate feedback after each task helped me know whether I was on the right track | 3.8 (1.1) | 3.4 (1.0) | 2.40 | .125 |
| Q27. Receiving badges or high scores made me believe I was making good progress in learning | 3.4 (1.0) | 3.2 (1.1) | 0.71 | .400 |
Post-test ANOVA results for confidence dimension items.
Each group consisted of 45 participants (N = 90). Values represent post-test mean (SD). F and p values are based on one-way ANOVA for item-level comparisons.
Table 5
| Satisfaction (S) Item Description | Game-AI Mean (SD) | Game Mean (SD) | F | p |
|---|---|---|---|---|
| Q28. Completing each coding level gave me a satisfying sense of progress | 3.5 (1.0) | 3.6 (1.0) | 1.21 | .692 |
| Q29. I enjoyed this course and would like to explore more programming topics | 3.7 (1.2) | 3.2 (1.2) | 3.17 | .079 |
| Q30. I enjoyed solving the programming challenges in the game | 3.7 (0.9) | 3.6 (0.9) | 0.19 | .666 |
| Q31. The timely feedback and hints made me feel my effort was valued | 3.7 (1.1) | 3.3 (1.1) | 2.65 | .107 |
| Q32. I felt proud when I finished the course | 3.7 (1.1) | 3.2 (1.0) | 6.69 | .011 |
| Q33. The course design made the learning experience enjoyable | 3.9 (0.9) | 3.8 (1.1) | 0.54 | .466 |
| Q34. I felt a sense of accomplishment when I earned badges or high scores in the game | 3.9 (1.1) | 3.8 (1.0) | 0.54 | .463 |
| Q35. The reward system made the course more enjoyable for me | 3.8 (0.9) | 3.4 (0.9) | 3.04 | .085 |
| Q36. I would recommend this game-based programming course to my classmates or friends | 3.7 (1.0) | 3.5 (1.0) | 0.77 | .382 |
Post-test ANOVA results for satisfaction dimension items.
Each group consisted of 45 participants (N = 90). Values represent post-test mean (SD). F and p values are based on one-way ANOVA for item-level comparisons.
Table 6
| Dimension | Group | Mean | SD | Adjusted mean | F | P | Partial η2 |
|---|---|---|---|---|---|---|---|
| Attention | AI-GAME | 3.85 | 0.27 | 3.85 | 52.04 | p < .001 | 0.37 |
| GAME | 3.39 | 0.31 | 3.39 | ||||
| Relevance | AI-GAME | 3.93 | 0.31 | 3.93 | 58.65 | p < .001 | 0.40 |
| GAME | 3.39 | 0.34 | 3.38 | ||||
| Confidence | AI-GAME | 3.73 | 0.36 | 3.74 | 8.95 | p = .004 | 0.09 |
| GAME | 3.53 | 0.35 | 3.51 | ||||
| Satisfaction | AI-GAME | 3.79 | 0.32 | 3.80 | 23.56 | p < .001 | 0.21 |
| GAME | 3.45 | 0.34 | 3.44 |
ANCOVA results for ARCS dimensions.
Each group consisted of 45 participants (N = 90). Values represent mean (SD) and adjusted mean. F and p values are based on ANCOVA controlling for pre-test programming achievement. Effect sizes are reported as partial η2.
The results showed a significant effect of instructional group on all four dimensions. For attention, the AI-GAME group scored higher than the GAME group, F(1, 87) = 52.04, p < .001, with a large effect size (partial η2 = 0.37). For relevance, the AI-GAME group also outperformed the GAME group, F(1, 87) = 58.65, p < .001, with a large effect size (partial η2 = .40). For confidence, a significant difference was found in favour of the AI-GAME group, F(1, 87) = 8.95, p = .004, with a moderate effect size (partial η2 = 0.09). For satisfaction, the AI-GAME group again showed higher scores, F(1, 87) = 23.56, p < .001, with a large effect size (partial η2 = 0.21). Across all dimensions, the adjusted mean scores consistently favoured the AI-GAME condition.
The pattern of effect sizes indicates that the greatest improvements occurred in attention and relevance, while confidence showed a smaller but meaningful effect. The covariate (pre-test programming achievement) was not statistically significant across all models, suggesting that baseline differences did not substantially influence the results and that the observed effects were attributable to the instructional intervention. Overall, the construct-level analysis provides a more robust and comprehensive interpretation, reducing the risk of inflated Type I error associated with multiple item-level comparisons.
5 Discussion
The findings indicate that the AI-mediated condition was associated with higher programming achievement than the gamified-only condition. For interaction-related motivation, the results partially support H02a–H02d, with significant differences across all ARCS dimensions, particularly in attention and relevance. Overall, the AI-GAME group demonstrated higher performance and motivation than the GAME group, suggesting that integrating AI support within a gamified learning environment is associated with improved learning outcomes. These findings are consistent with prior research indicating that AI-supported gamification is associated with enhanced learner engagement and performance in adaptive learning contexts (; ). Given that both groups shared identical gamified structures, the observed differences can be attributed primarily to the presence of AI-mediated feedback rather than gamification alone.
From a theoretical perspective, these findings may be interpreted in terms of adaptive scaffolding in learning. Consistent with constructivist learning theory, knowledge is actively constructed through interaction and problem-solving, and AI-mediated feedback can be viewed as adaptive scaffolding that supports iterative learning and cognitive development (). In this context, real-time feedback may assist learners by providing immediate guidance, error correction, and task-specific hints, which help refine understanding during coding activities. This scaffolding process also aligns with cognitive load theory, as such support may reduce unnecessary cognitive burden by directing attention to relevant problem-solving processes rather than syntax or debugging difficulties.
Consistent with the ANCOVA results (Table 6), the strongest effects were observed in attention and relevance. These findings suggest that AI-supported feedback may contribute to sustaining learner attention and perceived task value. Immediate and context-sensitive feedback may help maintain focus during complex programming tasks, while personalized guidance may enhance the perceived usefulness of learning activities. This interpretation is consistent with prior research indicating that adaptive, AI-enhanced gamified environments are associated with improved learner engagement and motivation (; ).
In contrast, improvements in confidence and satisfaction were smaller. This may be explained by learners’ limited familiarity with AI-supported learning environments and the trial-and-error nature of programming tasks. While AI feedback supports task completion, building confidence and satisfaction may require longer exposure and repeated successful experiences. This suggests that deeper motivational dimensions develop more gradually compared with immediate engagement-related responses.
Traditional programming instruction in vocational education often relies on static instructional materials and delayed feedback, which may limit learners’ opportunities to refine problem-solving strategies during practice. Gamified learning environments have been introduced to address these limitations by increasing learner engagement and providing structured practice opportunities. Through game elements such as goals, challenges, and progressive tasks, gamified instruction can encourage active participation and sustained practice, consistent with meta-analytic evidence showing that gamification improves programming learning outcomes and engagement compared with traditional instruction (). In the present study, the addition of AI support was associated with further improvements in motivation and achievement outcomes, as reflected in the higher scores observed in the AI-GAME condition ().
However, the present study focused on outcome variables, including programming achievement and interaction-related motivation, and did not directly measure underlying cognitive or interaction processes. Therefore, interpretations of mechanisms such as adaptive scaffolding, cognitive load reduction, or interaction quality should be considered inferential rather than empirically verified. Future research should incorporate process-level data, such as interaction logs, cognitive load measures, or learning analytics, to provide a more comprehensive understanding of how AI-supported gamification influences learning.
In addition to the theoretical contributions, this study offers practical implications for teaching by highlighting the value of integrating AI-mediated feedback into gamified programming instruction. In practice, teachers may use AI tools to provide immediate feedback during coding tasks and support real-time error correction. It is also beneficial to align AI support with structured game elements, such as goal setting and progressive challenges, to maintain engagement. In this way, AI functions as a supplementary instructional tool that enhances personalized learning rather than replacing teacher guidance. Overall, these findings highlight the value of integrating AI-supported feedback to enhance programming achievement and motivation.
6 Limitations and future research
Despite the significant findings, several limitations should be considered when interpreting this study’s results.
First, the duration of the intervention was relatively short (two weeks), which may have introduced a novelty effect, characterized by increased initial engagement due to the newness of the learning environment. Prior studies suggest that short-term gamified interventions may overestimate motivational effects due to such initial engagement (). Therefore, the observed improvements in motivation and achievement may partly reflect learners’ initial engagement with the AI-supported environment rather than sustained learning effects. Future research should adopt longer intervention periods to examine the persistence of these effects over time.
Second, the sample comprised 90 vocational students from a single institution, which may limit the generalizability of the findings to broader populations. Prior research suggests that the effects of AI-enhanced gamification may vary across educational contexts and learner characteristics (). Future research should include larger and more diverse samples across multiple institutions to strengthen the external validity of the results.
Third, this study did not explicitly control for students’ digital literacy or prior technology experience. Differences in learners’ familiarity with digital tools or AI systems may have influenced how they interacted with the platform and processed AI-generated feedback. Students with lower digital literacy may have experienced difficulty interpreting feedback, which could reduce confidence and satisfaction. Future studies should include digital literacy as a control or moderating variable.
Finally, the study was conducted within the context of vocational education in China. Educational practices, curriculum structures, and learner characteristics in this context may differ from those in other regions or educational systems. Therefore, caution is needed when generalizing the findings to other cultural or institutional settings. Future research should examine the applicability of AI-enhanced gamified learning in different educational contexts.
In addition, this study focused on outcome variables and did not directly measure underlying cognitive or interaction processes. Future research should incorporate process-level data, such as interaction logs, cognitive load measures, or learning analytics, to provide deeper insights into the mechanisms of AI-supported learning, as recent reviews emphasize the importance of such data for understanding how AI-driven gamification is associated with learning processes (Hsiao et al., 2023). Given these limitations, the GAFCC model may offer a flexible instructional framework beyond the present setting. Its core components, including goal setting, attention support, feedback, challenge, and consolidation, are grounded in general instructional design and motivational principles and may be applicable across different learning domains. However, its effectiveness in diverse subjects and cultural contexts requires further empirical validation.
Statements
Data availability statement
The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.
Ethics statement
Human Research Ethics Committee (JEPeM-USM), Universiti Sains Malaysia, Malaysia (Approval code: USM/JEPeM/PP/25090782). The studies were conducted in accordance with the local legislation and institutional requirements. The participants provided their written informed consent to participate in this study.
Author contributions
HY: Conceptualization, Data curation, Formal analysis, Investigation, Methodology, Software, Visualization, Writing – original draft, Writing – review & editing. WW: Conceptualization, Data curation, Formal analysis, Investigation, Methodology, Supervision, Writing – original draft, Writing – review & editing.
Funding
The author(s) declared that financial support was not received for this work and/or its publication.
Acknowledgments
The authors would like to thank the participants and the institutional support that made this study possible.
Conflict of interest
The author(s) declared that this work was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Generative AI statement
The author(s) declared that generative AI was used in the creation of this manuscript. The authors used generative AI tools for language editing and clarity improvement. All content was reviewed and approved by the authors.
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Summary
Keywords
AI-mediated feedback, gamified learning, programming education, student motivation, vocational education
Citation
Ying H and Wan Yahaya WAJ (2026) AI-mediated feedback in gamified programming education: effects on vocational students’ achievement and motivation. Front. Educ. 11:1846699. doi: 10.3389/feduc.2026.1846699
Received
03 April 2026
Revised
27 April 2026
Accepted
28 April 2026
Published
22 May 2026
Volume
11 - 2026
Edited by
Pinaki Chakraborty, Netaji Subhas University of Technology, India
Reviewed by
Edwin Ariesto Umbu Malahina, STIKOM Uyelindo Kupang, Indonesia
John Mark Navarette Saldivar, La Salle University, Philippines
Updates
Copyright
© 2026 Ying and Wan Yahaya.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: He Ying heying11@student.usm.my Wan Ahmad Jaafar Wan Yahaya wajwy@usm.my
Disclaimer
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.