4 International Journal of Interactive Mobile Technologies (iJIM) iJIM | Vol. 19 No. 15 (2025)
iJIM | eISSN: 1865-7923 | Vol. 19 No. 15 (2025) |
JIM
International Journal of
Interactive Mobile Technologies
Lamsal, K., Bhattarai, S., Pokharel, S., Baral, S., Shrestha, S., Dahal, N., Hasan, M. K. (2025). Enhancing Mobile Learning Platforms through Meaningful
Gamification: Heatmaps, Quizzes, and Time-Based Rewards. International Journal of Interactive Mobile Technologies (iJIM), 19(15), pp. 4–25. https://doi.
org/10.3991/ijim.v19i15.55423
Article submitted 2025-04-01. Revision uploaded 2025-06-02. Final acceptance 2025-06-03.
© 2025 by the authors of this article. Published under CC-BY.
Online-Journals.org
PAPER
Enhancing Mobile Learning Platforms through
Meaningful Gamification: Heatmaps, Quizzes,
and Time-Based Rewards
ABSTRACT
Developing long-term study habits through gamification in educational platforms presents
a significant challenge. The approaches taken by modern gamified platforms and research-
ers to gamify the educational platform often rely on extrinsic rewards akin to video games,
which engage students but fail to cultivate the intrinsic motivation necessary for habit devel-
opment. Educational platforms commonly implement badges, leaderboards, achievements,
and points (BLAP) that predominantly reward students for their results rather than their
effort, thereby lacking meaningful gamification. To address these issues, this paper proposes
alternative strategies such as competitive player-vs-player quizzes, visual time statistics, and a
habit-tracking heatmap to foster intrinsic motivation through a competitive environment that
enhances self-awareness and cultivates a growth mindset. This research utilized an initial
survey and literature review to identify the shortcomings of existing gamification approaches,
developed a prototype based on the hypotheses, and engaged participants in interactive
sessions to gather qualitative feedback. Subsequently, a quantitative survey measured the
effectiveness of the proposed strategies. As an initial exploratory study, this paper aims to
lay the groundwork for future empirical validation of these strategies. The findings from this
phase provide initial validation that these new features may serve as effective alternatives to
traditional gamification elements. While the study suggests these methods have potential, a
longitudinal evaluation is necessary to assess their long-term impact on study habits.
KEYWORDS
gamification, badges, leaderboards, achievements, and points (BLAP), player-vs-player
quizzes, habit-tracking heatmap, visual time statistics, educational platform
Krishna Lamsal
1
,
Sudhan Bhattarai
1
,
Sulav Pokharel
1
,
Sashank Baral
1
, Sushil
Shrestha
1
, Niroj
Dahal
2
(), Md. Kamrul
Hasan
3
1
Digital Learning Research
Lab, Department of Computer
Science and Engineering,
Kathmandu University,
Dhulikhel, Nepal
2
Kathmandu University School
of Education, Lalitpur, Nepal
3
Department of English,
United International
University, Dhaka, Bangladesh
niroj@kusoed.edu.np
https://doi.org/10.3991/ijim.v19i15.55423