Enhancing Reading Motivation and Engagement through Virtual Pet-Based Gamification
Abstract
This study presents the design of a gamified reading support platform that combines virtual pet nurturing with AI-based analytics to address the challenge of sustaining students' reading motivation and long-term engagement. In the system, teachers provide guidance and feedback, students complete reading logs and discussion tasks to earn resources for caring for virtual pets, and parents contribute by supporting family reading activities. Reading activities are converted into in-game resources, with pets evolving in appearance as students progress. The platform integrates AI modules for learning diagnosis, emotion generation, growth visualization, and class-level analytics, together with gamification modules including quests, rewards, and progression loops. By fostering emotional connections and providing instant feedback, the system supports the development of stable reading habits, while offering educators and parents real-time data for tailored interventions. This work contributes a design case that bridges the theoretical foundations of Pet-like Learning Companion Systems (P-LCSs) with educational gamification, highlighting the role of affective interaction and cross-context continuity in promoting autonomous and lifelong learning.Downloads
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Published
2025-12-01
Conference Proceedings Volume
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Articles
How to Cite
Enhancing Reading Motivation and Engagement through Virtual Pet-Based Gamification. (2025). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/5688