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TOWARDS INCLUSIVE GAMIFICATION: USING AI TO SUPPORT MOTIVATION AND ACCESSIBILITY IN LEARNING DESIGN
University of the Aegean, Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication (GREECE)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 2717
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.2717
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Gamification is used in education to increase learner motivation and engagement. At the same time, accessibility is an important requirement, as learning environments should support students with different needs and abilities. Artificial intelligence (AI) has recently been used to adapt learning experiences through personalization and data analysis. At the same time, there is growing interest in understanding how gamification, motivation, and accessibility can work together with the support of AI.

This paper examines how AI can support the design of inclusive gamified learning environments by adapting gamification elements to meet both motivational and accessibility needs, from a conceptual perspective. Commonly used gamification elements are considered in relation to motivation and accessibility. Based on this approach, the paper discusses how AI can adjust elements such as feedback, challenges, and rewards by adapting their type, difficulty, frequency, and mode of interaction according to learner characteristics and preferences.

The paper highlights how AI can support more flexible and inclusive learning experiences, where motivation is maintained while addressing the needs of learners. By bringing together gamification, motivation, accessibility, and AI, this work offers a structured perspective on how learning design can become both adaptive and inclusive. It also outlines how gamification elements can be adjusted through AI to better respond to different learner needs. In this way, it supports the development of learning environments that are more engaging, responsive, and accessible for all learners.
Keywords:
Gamification, Artificial Intelligence, Accessibility, Motivational Design, Instructional Design, Inclusive Learning.