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Original Article

Study sync – Collaborative Student-Teacher Learning System

  • Paper ID 281
  • Volume 6, Issue 2
  • Pages 58-61
  • Published Online: March-April 2026
  • 38 Views
Open Access Peer Reviewed Crossref DOI

Authors

  • Reshma N1
  • Keerthana K2
  • Keerthana P3
  • Dhanush C4
  • Chanakkiyan C5

1 Assistant Professor, Department of Information Technology, Rathinam Technical Campus, Eachanari, Coimbatore, Tamilnadu, India. 2 3 4 5 UG Scholars, Department of Information Technology, Rathinam Technical Campus, Eachanari, Coimbatore, Tamilnadu, India.

Article Information

Published Online
March-April 2026
Pages
58-61
Article Type
Original Article
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References

1. Juho Hamari, Jonna Koivisto, and Harri Sarsa (2020) – Reviews empirical studies showing how gamification improves motivation and engagement in educational settings.
2. Sebastian Deterding et al. (2011) – Introduces the concept of gamification and explains how game design elements can be applied in non-gaming contexts like education.
3. J. Lee et al. (2020) – Examines factors influencing student engagement in digital learning platforms.
4. M. Lopez & A. Fernandez (2023) – Discusses challenges and opportunities in implementing gamified learning environments.
5. R. Kumar et al. (2022) – Explains how web-based interactive systems use gamification to enhance learning outcomes.
6. Ilie Gligorea et al. (2023) – Reviews how artificial intelligence supports adaptive learning in e-learning systems.
7. IJRPR (2025) – Reviews how generative AI combined with gamification can personalize learning experiences and suggests future research directions.
8. Springer (2023) – Systematic review of gamification practices in higher education e-learning systems.
9. Ahmed Tlili et al. (2024) – Provides a roadmap for future research in Artificial Intelligence in Education (AIED).
10. A. Nizamuddin Jipli & A. M. S. Elaklouk (2025) – Identifies effective game elements that motivate learners in educational platforms.
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  • ISSN 2583-1240
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