Ayaan Goswami
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Games · Research / 2025-26

Implicit & Adaptive Gamified Education

Do games teach better when they explain less? I built a game and ran 90 students through it to find out.

Play the game Results dashboard Code and data

Clair Obscur: Expedition 33

Role
Researcher, game developer, and analyst
Course
AP Research
Status
Under review for publication
Stack
JavaScript, HTML, CSS, Java (data processing), R (analysis), Chart.js

Why I asked

My younger brother picks up complicated video games quickly and checks out of traditional lessons just as quickly. Games are clearly good at teaching something. A lot of gamified education copies the surface of games, points and badges and leaderboards, instead of the part that actually works, which is how a good game teaches you to play it.

Game design writing tends to praise two things: implicit tutorials, where you learn by doing instead of reading text boxes, and adaptive difficulty, where the game adjusts to how you're doing. I wanted to know if that holds when the goal is learning, not just fun.

The study

A 3×2 between-subjects design, so each player saw exactly one combination:

  • Implicitness. Low: written instructions and immediate feedback. Moderate: guidance partly built into the mechanics, less feedback. High: no explicit instruction at all.
  • Adaptability. Either fixed difficulty, or a game that adjusted enemy difficulty, jump intensity, and scoring thresholds in real time based on how you did on the previous level.

I built a 7-level 2D platformer in HTML, CSS, and JavaScript for it, logging every death, button press, star, and second of play. 115 students were sampled; after consent and eligibility, 90 high schoolers aged 14 to 18 were randomly assigned to one of the six versions and answered a 10-item survey afterward. I merged the gameplay logs and survey responses with a Java program, then analyzed them in R: one-way ANOVAs, Welch t-tests, chi-square tests for completion, and two-way ANOVAs for interactions.

What I found

Fig. 1. Finished all 7 levels, by how much the tutorial explained

60%
LowWritten instructions, instant feedback · n=25
51%
ModerateGuidance partly built into mechanics · n=37
29%
HighNo explicit instruction · n=28
Implicitness and completion: χ² = 5.80, p = 0.055. Marginal, but the direction held across engagement and clarity ratings too. The worst cell was high implicitness with adaptive difficulty: 2 of 12 players finished.

The explicit version won. Completion dropped as the tutorial got more implicit: 60%, then 51%, then 29%. Players who got low implicitness rated their engagement (p = 0.047) and how clear and well-scaffolded the levels felt (p = 0.029) higher than the high group, and they pressed significantly more buttons on the final, hardest level, which I read as persistence.

Adaptive difficulty didn't help either. Players in the adaptive versions rated engagement (p = 0.034) and scaffolding (p = 0.027) lower, and adaptivity didn't improve a single objective performance measure. The worst combination by far was high implicitness with adaptivity, where 2 of 12 players finished.

My best guess at why: when a game quietly adjusts itself behind your back, your progress stops feeling like yours. For learning, explicit and consistent beat clever.

Limits

I didn't stratify by prior gaming experience, the sample came from one school's gifted and talented population, and attrition was high. If I ran it again, I'd stratify by experience, compare transparent, hint-based adaptivity against the hidden difficulty scaling I used, and replicate across schools.

My AP Research poster: Implicitness and adaptivity in gamified education, with the methodology, results charts by condition, analysis, and limitations.Open full size
My AP Research poster. Open it full size to read the details.