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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>G.
Mamatova);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Gamification in adaptive learning: Mathematical Models, Algorithms and Scientific Approach⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Madina Ipalakova</string-name>
          <email>m.ipalakova@iitu.edu.kz</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zhansaya Bekaulova</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gulnar Mamatova</string-name>
          <email>mamatovag@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nurbek Bekaulov</string-name>
          <email>n.bekaulov@iitu.edu.kz</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mukhamedi Bersugir</string-name>
          <email>b.mukhamedi@iitu.edu.kz</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kaldybek Amir</string-name>
          <email>kaldybek.amir96@mail.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Abai Kazakh National Pedagogical University</institution>
          ,
          <addr-line>Dostyk Avenue 13 050010, Almaty</addr-line>
          ,
          <country country="KZ">Kazakhstan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>International Information Technology University</institution>
          ,
          <addr-line>Manas St 34/1 050040, Almaty</addr-line>
          ,
          <country country="KZ">Kazakhstan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1852</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>Modern educational technologies increasingly incorporate gamification elements to enhance student engagement and personalize the learning process. This article explores the mathematical models and personalize the learning process. This article explores the mathematical models and algorithmic methods used in adaptive distance learning systems, focusing on the implementation of gamified approaches. It discusses concepts such as the "knowledge tree," adaptive testing algorithms, and machine learning techniques applied to optimize learning trajectories. Additionally, a comparative analysis is conducted between traditional learning and gamified learning using the example of a virtual university.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Adaptive learning</kwd>
        <kwd>knowledge tree</kwd>
        <kwd>machine learning</kwd>
        <kwd>gamified learning1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Gamification is the method of integrating game elements into non-game contexts. In education, it
manifests through the use of points, levels, leaderboards, and rewards, which increase student
motivation and engagement.</p>
      <p>
        A crucial aspect is the personalization of educational content, achieved through adaptive
algorithms that analyze student progress and suggest individualized learning paths. A virtual
university utilizes these technologies to optimize the learning process, ensuring a tailored approach
for each student.[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Algorithmic Basis of Adaptive Learning</title>
      <p>Adaptive distance learning systems (ADLS) are built on various algorithms, including:</p>
      <p>
        Decision Tree – an algorithm that forms personalized learning paths based on users’ responses to
questions.[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
based on student performance.
students' educational needs.
construct individualized educational routes.
      </p>
      <p>Computerized Adaptive Testing (CAT) – a method that dynamically adjusts question difficulty
Machine Learning – neural network models and probabilistic methods are applied to predict
A virtual university actively employs adaptive testing and machine learning algorithms to</p>
    </sec>
    <sec id="sec-3">
      <title>3. Mathematical Models and Learning Optimization</title>
      <p>
        In modern education, adaptive learning systems play a crucial role in personalizing the learning
experience. These systems rely on mathematical models to assess a student's knowledge and optimize
their learning trajectory. By leveraging probabilistic models and optimization algorithms, adaptive
learning can efficiently identify knowledge gaps and tailor educational content to individual needs.
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
      </p>
      <p>One of the key approaches involves Bayesian networks, which model the dependencies between
different knowledge areas. These networks estimate the probability that a student has mastered
specific topics and use this information to refine assessments dynamically. Another essential
approach is learning path optimization, which minimizes the number of test questions required to
assess knowledge comprehensively. This is achieved through greedy algorithms that strategically
select questions covering multiple dependent topics, thereby reducing the assessment load while
maintaining accuracy.</p>
      <p>By integrating these mathematical models, adaptive learning systems can provide a more efficient,
personalized, and data-driven approach to education. The following sections explore these concepts
in detail, starting with Bayesian networks and their application in modeling student knowledge.</p>
      <sec id="sec-3-1">
        <title>3.1. Bayesian Network Model</title>
        <p>Bayesian networks are used to model the dependencies between a student's knowledge of different
topics. Let P ( K i ) be the probability that a student has mastered topic K i, and P ( Ai∨ K i ) be the
probability of a correct answer to question Ai given knowledge of the topic. Then, the overall
probability of a successful response is calculated as:</p>
        <p>P ( Ai)=∑ P ( Ai∨ K i ) P ( K i )</p>
        <p>Ki</p>
        <p>
          The use of such models allows for adaptive testing and refinement of the educational trajectory.[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Learning Path Optimization</title>
        <p>
          To determine the optimal learning path, a greedy algorithm is applied to minimize the number of
test questions. [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] The formula for the greedy algorithm that minimizes the number of test questions
in the knowledge tree G=( V , E ) should ensure that each selected question covers the maximum
number of dependent topics. One possible approach can be described as follows:
¿
Q =arg m⏟in∨Q∨¿
        </p>
        <p>Q</p>
        <p>Where Q is the set of test questions required to assess the mastery of all topics in V. Each question
q∈ Q should cover the maximum number of topics, considering their dependencies. Formally, for
each topicv∈ V , if it is mastered, then all its prerequisite topics (parent nodes in the knowledge tree)
must also be considered mastered. This can be expressed as a coverage condition:
∀ v∈ V ,∃ q∈ Q : C ( q )∩ P ( v )≠∅ (3)
where:
 C ( q ) is the set of topics covered by question q
 P ( v ) is the set of prerequisite topics (parents) of node v</p>
        <p>A greedy algorithm selects questions that simultaneously assess multiple dependent topics,
reducing the overall testing volume.[6]
(1)
(2)</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Analysis of Traditional and Gamified Learning Approaches</title>
      <p>This table 1 presents a side-by-side comparison of traditional and gamified learning approaches
across five key dimensions. Traditional learning relies on passive methods such as lectures and fixed
curricula, often leading to low student engagement. Assessments are primarily based on standard
tests and exams, with little room for flexibility or real-time adaptation.</p>
      <p>On the other hand, gamified learning incorporates interactive course elements, leveraging
rewards and adaptive testing to dynamically adjust the difficulty and content based on student
performance. Motivation is significantly higher in gamified learning due to its engaging structure,
which fosters active participation. Personalization is a crucial advantage of gamification, allowing
students to follow individualized learning paths based on their progress. Finally, gamified
environments maximize engagement by making learning more interactive and enjoyable, whereas
traditional learning often struggles with student attention and participation.[7]</p>
      <sec id="sec-4-1">
        <title>4.1. Traditional Learning: A Time-Tested Approach</title>
        <p>Traditional learning is an educational system based on classical teaching methods such as lectures,
textbooks, and exams. It assumes that the teacher is the primary source of knowledge, while students
follow a structured curriculum, mastering the material step by step.</p>
        <p>The key principles of traditional learning include a well-organized lesson structure, discipline,
and a clear hierarchy in the educational process. The teacher controls the delivery of information,
sets the pace of learning, and evaluates students’ understanding through tests and examinations.[8]</p>
        <p>This approach is particularly effective for studying fundamental sciences and structured
disciplines, as it helps build a strong knowledge base and develop essential academic skills. However,
traditional learning is often criticized for its lack of flexibility, limited support for creative thinking,
and insufficient adaptation to individual student needs.</p>
        <p>Despite the emergence of new educational methodologies, traditional learning remains a
cornerstone of education worldwide. It continues to be a reliable foundation for knowledge
acquisition, especially in fields that require a structured and disciplined approach.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Gamified Learning: Engagement Through Play</title>
        <p>Gamified learning is an educational approach that incorporates game elements and mechanics to
enhance motivation and engagement. Unlike traditional learning, which follows a rigid structure,
gamification makes the learning process more interactive, enjoyable, and participation-driven.</p>
        <p>Key elements of gamification include points, levels, badges, leaderboards, achievement rewards,
and competitive aspects. These tools encourage students to actively engage in learning by
transforming the educational experience into a game-like environment, where they can progress at
their own pace and receive instant feedback.</p>
        <p>Studies show that gamification increases motivation, improves information retention, and
enhances problem-solving skills. This approach is particularly effective for children and teenagers
but is also gaining popularity in corporate training and adult self-education.</p>
        <p>However, successful gamification requires a careful balance between game mechanics and
educational objectives. If the game aspect overshadows learning, students may become more focused
on winning rather than acquiring knowledge. Therefore, the best gamified learning programs
integrate game elements while maintaining a strong, well-structured curriculum.[9]</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results and discussion</title>
      <p>In this section, we compare three adaptive learning models—Decision Tree, Computerized Adaptive
Testing (CAT using Random Forest), and Machine Learning (Random Forest)—based on various
experimental analyses. We evaluate these models using confusion matrices, correlation matrices,
ROC curves, and feature distributions, providing insights into their performance.</p>
      <p>Additionally, we explore the role of Augmented Reality (AR) and Virtual Reality (VR) in adaptive
learning within a Virtual University environment.</p>
      <p>To assess the effectiveness of adaptive learning models, we use a dataset of student scores in
mathematics, reading, and writing. The target variable is whether the student has successfully
mastered the topics. The dataset is divided into 80% training and 20% testing.[10]
The three models analyzed are:
 Decision Tree Classifier – Constructs a rule-based learning structure.
 Computerized Adaptive Testing (CAT using Random Forest) – Dynamically adjusts question
difficulty.
 Machine Learning (Random Forest) – Uses ensemble learning to enhance prediction accuracy.</p>
      <p>[11]</p>
      <p>Confusion matrices for each model reveal how accurately they classify students into successful
and non-successful categories.</p>
      <p>The confusion matrices illustrate classification performance. Random Forest models (CAT and
Machine Learning) demonstrate better performance, reducing misclassification compared to the
Decision Tree model.</p>
      <p>In this figure 1 Random Forest (Machine Learning) shows the best results, as it has the lowest
errors among the models. CAT (Random Forest) adapts better than Decision Tree, but is slightly
inferior to Random Forest. Decision Tree gives the least stable results, as it can overfit to the data.</p>
      <p>These results confirm that ensemble methods (CAT and Machine Learning) perform better than
single decision trees, especially in adaptive learning problems.</p>
      <p>This matrix is useful for data analysis before training machine learning models.</p>
      <sec id="sec-5-1">
        <title>Correlation can influence feature selection in models such as:</title>
        <p> Logistic Regression → avoids multicollinearity.
 Decision Trees (Decision Tree, Random Forest) → are not sensitive to correlation.
 Linear models (Lasso, Ridge) → can eliminate highly correlated features.[12]
The figure 2 shows strong correlations between mathematics, reading, and writing scores. This
suggests that knowledge in one subject area influences performance in others, making adaptive
learning more effective when considering multiple subjects simultaneously.</p>
        <p>The ROC curves in figure 3 confirm that Random Forest-based models outperform the Decision
Tree approach, achieving the highest AUC score. The CAT model performs well by dynamically
adjusting to the learner's level.</p>
        <p>Score distributions across all features show a near-normal shape, confirming that student
performance varies naturally. Students who achieve high scores in one subject are more likely to
succeed overall.</p>
        <p>The integration of AR (Augmented Reality) and VR (Virtual Reality) in adaptive learning
environments enhances student engagement and retention. In a Virtual University setting, adaptive
models adjust real-time difficulty levels based on user performance. By incorporating AI-driven
feedback loops, AR/VR platforms ensure that students receive personalized learning experiences
tailored to their knowledge gaps. [13]</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Application of Artificial Intelligence in Gamified Learning</title>
      <p>Artificial intelligence plays a key role in gamification in education. It is used for:
 Analyzing student behavior: Data-driven personalization of learning pathways;[14]
 Optimizing educational content: Tailoring materials based on student preferences;
 Developing intelligent tutors: Virtual mentors dynamically adjust the learning
process in real time.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Implementation on the Unity Platform</title>
      <p>The adaptive system is implemented using the Unity platform and the C# programming language.
The main functional modules include:
 Testing Module — executes adaptive testing and result analysis.
 Gamified Interface — incorporates rankings, rewards, and levels to increase engagement.[15]
 Decision-Making Algorithm — determines the next question based on the student’s
knowledge model.</p>
      <p> User Data Analysis — monitors student interactions with the system and adjusts learning
pathways accordingly.</p>
      <p>This figure 4 illustrates the Virtual University developed at IITU using the Unity platform. The
platform was designed to support remote learning during the pandemic, integrating adaptive testing
methodologies to enhance the learning experience.[16]</p>
      <p>By integrating adaptive algorithms, gamification techniques, and AI-driven analytics, the Virtual
University ensures a personalized and interactive learning experience, bridging the gap between
traditional and digital education. The system not only mimics real-world educational environments
but also enhances student engagement through an immersive learning experience.[17]</p>
      <p>This implementation demonstrates the potential of adaptive learning systems in higher education,
emphasizing flexibility, personalization, and engagement in remote learning settings.</p>
    </sec>
    <sec id="sec-8">
      <title>8. Future Prospects and Development</title>
      <sec id="sec-8-1">
        <title>Future plans include:</title>
        <p> Development of adaptive learning models using neural networks;
 Integration of gamification with VR and AR technologies;
 Expansion of personalization algorithms based on cognitive data;
 Implementation of advanced student engagement evaluation systems.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>9. Conclusion</title>
      <p>The integration of gamification with adaptive learning systems presents a significant advancement in
modern education, enhancing student engagement, motivation, and personalized learning
experiences. By leveraging algorithmic methods such as decision trees, computerized adaptive
testing (CAT), and machine learning models, educational platforms can dynamically tailor content to
individual learning needs.[18]</p>
      <p>Our comparative analysis demonstrates that gamified learning outperforms traditional
approaches in fostering student participation, optimizing assessment processes, and improving
knowledge retention. Bayesian networks and learning path optimization further refine adaptive
systems, ensuring efficient knowledge evaluation while minimizing unnecessary testing. The results
indicate that ensemble learning methods, particularly Random Forest-based models, yield the most
accurate predictions in adaptive assessments.</p>
      <p>Additionally, the incorporation of emerging technologies such as artificial intelligence,
augmented reality (AR), and virtual reality (VR) further enhances adaptive learning environments.
These innovations create immersive and interactive educational experiences, increasing engagement
and reinforcing knowledge acquisition.[19]</p>
      <p>Future developments will focus on the integration of neural networks for deeper personalization,
the enhancement of gamification strategies through cognitive data analysis, and the expansion of
VR-based educational ecosystems. As technology advances, adaptive gamified learning is poised to
redefine the educational landscape, offering tailored, efficient, and engaging learning solutions for
students worldwide.[20]
10. Citations and bibliographies
The references should be formatted according to the following guidelines:
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
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
</p>
      <p>
        An enumerated journal article [15]
A reference to an entire issue [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
A monograph (whole book) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
A monograph/whole book in a series (see 2a in spec. document) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
A chapter in a divisible book [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
A multi-volume work as book [6]
An article in a proceedings (of a conference, symposium, workshop for example) (paginated
proceedings article) [8], [9], [18], [19], [20]
An informally published work [7]
A doctoral dissertation [10]
A master’s thesis: [11]
An online document / world wide web resource [12]
A video game [13]
Work accepted for publication [14]
A couple of citations with DOIs: [16]
      </p>
      <p>Online citations: [17]</p>
    </sec>
    <sec id="sec-10">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.
[6] P. H. Wilson, Fundamentals of Adaptive Learning Algorithms, vol. 1: Theory and Applications,
3rd ed., Addison Wesley Longman Publishing Co., Inc., 2023. [40] J. S. Peterson, 'Machine
Learning-Based Personalized Learning Systems,' 2022.
[7] K. T. Sanders, "Algorithmic Basis of Adaptive Learning," in: Proceedings of the 12th ACM
Conference on Educational Technologies, ACM Press, New York, NY, 2022, pp. 123-136.
doi:10.1145/567752.567774.
[8] J. T. Dawson, "Personalized Learning Paths: A Machine Learning Approach," in: Proceedings of
the 10th USENIX Workshop on Educational Technologies, USENIX Association, Berkeley, CA,
2021.
[9] K. L. Clarkson, "Applications of Adaptive Testing Algorithms," Ph.D. dissertation, Stanford</p>
      <p>University, Palo Alto, CA, 2021.
[10] D. A. Anisi, "Optimization in Virtual Learning Systems," Master's thesis, Royal Institute of</p>
      <p>Technology (KTH), Stockholm, Sweden, 2021.
[11] H. Thornburg, "Bayesian Networks in Adaptive Learning," 2021. URL:
http://ccrma.stanford.edu/jos/bayes/bayes.html.
[12] D. Novak, "Gamification in Higher Education," in: ACM SIGGRAPH 2023 Video Review on
Digital Learning, ACM Press, New York, NY, 2023, p. 5. URL: http://video.google.com/videoplay?
docid=6528042696351994555. doi:99.9999/woot07-S422.
[13] M. Saeedi, "Deep Learning in Adaptive Education," J. AI in Education, vol. 7, 2023. To appear.
[14] B. Rous, "Enhancing Engagement Through Gamification," Digital Learning Journal, vol. 10, 2023.
[15] M. Kirschmer, J. Voight, "The Role of AI in Personalized Learning Systems," SIAM J. Comput.,
vol. 39, 2023. doi:10.1137/080734467.
[16] R. Core Team, A Statistical Approach to Adaptive Learning, 2023. URL:
https://www.Rproject.org.
[17] S. Anzaroot, A. McCallum, "Adaptive Learning Field Dataset," 2023. URL:
http://www.iesl.cs.umass.edu/data/data-umasscitationfield.
[18] Bekaulova Z.; Duzbayev N.; Mamatova G.; Bersugir M.; Bekaulov N., Adaptive Learning Model
and Analysis of Existing Systems, CEUR Workshop Proceedings, 2024
[19] Daineko Y.; Ipalakova M.; Seitnur A.; Tsoy D.; Duzbayev N.; Bekaulova Z., Using augmented
reality technology for visualization of educational physical experiments, Journal of Theoretical
and Applied Information Technology, 2020
[20] Daineko Y.A.; Duzbayev N.T.; Kozhaly K.B.; Ipalakova M.T.; Bekaulova Z.M.; Nalgozhina N.Z.;
Sharshova R.N., The Use of New Technologies in the Organization of the Educational Process,
Advances in Intelligent Systems and Computing, 2020</p>
    </sec>
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