SMASH 2026 · Paper #19 · Result card

When Engagement Is Not Enough: What Should AI Optimize in Gamified Education?

Takuji Takemoto · University of Fukui · Read the paper

With equal weights the gamified condition wins 55% of resamples. The verdict flips once learning gets more than 51% of the weight.
weights E/L/B/P 0.25 / 0.25 / 0.25 / 0.25retention (assumed) 0.5affect–learning corr. 0.0engagement scale top 7.0n Case 1 49n Case 2 37seed 3data synthetic, calibrated to the paper
Winner under your weights
Gamified
in 55% of 4,000 bootstrap resamples (Case 1, composite +0.017)
Decision flips at
51% on L
you put 50% on learning vs engagement; 50% of your weight is on outcomes Case 1 never measured
Engagement as a proxy
43%
of the top-third knowledge gainers found by watching engagement (chance 33%; 23% of learners hit the ceiling)
Same game, two verdicts
3.68 vs 0.03
Case 2 standardized effect: engagement vs behavioural intention

From the abstract

In crossover STEAM education (n = 49), interest favored gamified instruction (dz = 0.64), whereas perceived expression acquisition favored conventional instruction (dz = -0.55). In disaster education (n = 37), engagement was high and perceived knowledge and competence increased, but intention changed little.

Evidence

Case 1: which condition is 'better' depends on the outcome
Case 1: which condition is 'better' depends on the outcome
Grey = the paper's d_z and 95% CI. Coloured = this run's synthetic learners (generated so the sample d_z match exactly) with bootstrap CIs. Blue = engagement-type outcomes (E), orange = learning (L).
Where does the decision flip?
Where does the decision flip?
Probability that the gamified condition comes out ahead as the weight moves from engagement to learning. The star is your weighting (B and P weights dropped: Case 1 did not measure them).
Case 2: can an AI find who learned by watching engagement?
Case 2: can an AI find who learned by watching engagement?
Left: one synthetic cohort, engagement vs perceived-knowledge gain (note the pile-up at the scale top). Right: share of the top-third gainers that a system ranking learners by engagement would pick, by how strongly engagement tracks gains (300 synthetic cohorts per point).
Case 2: one intervention, four 'success' numbers
Case 2: one intervention, four 'success' numbers
Standardized effects from the paper's reported numbers. Persistence is not measured yet (T2 ongoing): the hatched bar is your retention assumption times the learning effect.

Paper vs. your run

MetricPaperYour run
Case 1 d_z: Interest0.64 [0.35, 0.92]0.64 [0.34, 1.05]synthetic, n = 49
Case 1 d_z: Enjoyment of interaction0.61 [0.32, 0.89]0.61 [0.33, 0.94]synthetic, n = 49
Case 1 d_z: Overall enjoyment0.50 [0.21, 0.78]0.50 [0.22, 0.82]synthetic, n = 49
Case 1 d_z: Acquisition of new expressions-0.55 [-0.84, -0.27]-0.55 [-0.90, -0.28]synthetic, n = 49
Case 2 knowledge T0 → T1 (d_z)4.37 → 5.45 (d_z = 1.53)4.37 → 5.44 (d_z = 1.53)calibrated
Case 2 competence T0 → T1 (d_z)4.07 → 5.49 (d_z = 1.99)4.07 → 5.48 (d_z = 1.99)calibrated
Case 2 intention T0 → T1 (d_z)5.97 → 6.00 (d_z = 0.03)5.97 → 6.00 (d_z = 0.03)calibrated
r(engagement, gain): knowledge / intention / competencer ≈ .24 / .26 / .050.17 / 0.24 / -0.01one synthetic cohort, engagement scale 1–7
Persistence (T2)T2 is ongoing; at present, persistence cannot yet be establishedassumed retention 0.5your assumption, not data

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