Designing an Advanced Gamified Collaborative Learning Model to Foster Student Engagement and Peer Interaction in Online Education
DOI:
https://doi.org/10.51983/ijiss-2026.16.2.70Keywords:
Gamified Learning, Collaborative Online Education, Student Engagement, Peer Interaction, Structural Equation Modeling, Digital Learning Platforms, Educational Service QualityAbstract
The rise in the usage of online learning systems has posed many challenges for engaging students, collaborating, and interacting effectively through these digital learning platforms. An Advanced Gamified Collaborative Learning Model (AGCLM) is proposed in this study to enhance motivation, improve communication skills, enhance collaborative satisfaction, and promote learner engagement in online education settings. The quantitative management framework encompasses reward systems, achievement badges, collaborative missions, adaptive feedback systems, progress tracking, and peer interaction techniques within a single educational framework. A survey based on a five-point Likert scale was administered among 428 students from various higher educational institutions in Uzbekistan, who are enrolled in online learning programs. Structural Equation Modeling (SEM) and multiple regression analysis were used to test the interrelations between Gamified Learning Mechanisms (GLM), Learner Engagement, Peer Interaction Quality, Collaborative Learning Satisfaction, and Learning Outcomes. Validity and reliability results indicated excellent measurement consistency, with Cronbach's Alpha scores ranging between 0.84 and 0.93 and AVE (Average Variance Extracted) values surpassing 0.50 across all constructs. Statistical analysis showed that GLM had a strong effect on Student Engagement (β = 0.79, p < 0.001), whereas Collaborative Learning Satisfaction had the strongest positive influence on Learning Outcomes (β = 0.82, p < 0.001). The conceptual model was shown to meet the acceptable standards of model fit through the following indicators: CFI = 0.94, TLI=0.92, GFI=0.91, RMSEA = 0.051, and χ²/df = 2.14, indicating satisfactory structural adequacy. It should be highlighted that peer learning techniques, cooperative missions, and adaptive rewards significantly improved communication efficacy and engagement continuity, and learner satisfaction in virtual classrooms. Overall, the AGCLM framework proved to be an adequate solution in addressing collaboration and educational service quality problems associated with digital learning processes.
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