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Record W7116632193 · doi:10.5430/wje.v15n4p108

AI-Driven Gamification in Virtual Worlds: A Conceptual Framework for Digital Entrepreneurship Competency Development

2025· article· W7116632193 on OpenAlexvenueno aff
Narudon Rudto, Thada Jantakoon, Rukthin Laoha

Bibliographic record

VenueWorld Journal of Education · 2025
Typearticle
Language
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsnot available
FundersNational Research Council of Thailand
KeywordsConceptual frameworkPersonalizationEntrepreneurshipLikert scaleMetaverseCurriculumThe Conceptual FrameworkConceptual modelQualitative research

Abstract

fetched live from OpenAlex

The rapid digital transformation of the 21st century has redefined entrepreneurship, demanding new competencies that extend beyond traditional business knowledge. This study introduces the AI-Driven Gamification in Virtual Worlds for Digital Entrepreneurship Competency (AIDGAIDGVW-DEC) framework, which integrates artificial intelligence, gamification, and immersive virtual world technologies to foster entrepreneurial mindsets and digital skills. Employing a qualitative documentary research design, the framework was developed through a synthesis of scholarly literature and subsequently validated by a panel of five experts in educational technology, entrepreneurship, and learning sciences. The framework consists of three interconnected components: inputs (digital entrepreneurship content, gamification elements, AI-powered personalization, and virtual world technologies), learning processes (VR game-based simulations, AI behavior analysis, gamification engagement, and continuous assessment), and outputs (entrepreneurial competencies, motivation, practical application of knowledge, and behavioral change). Expert evaluation using a 5-point Likert scale confirmed the framework’s high appropriateness across all dimensions, with mean scores ranging from 4.60 to 4.90, indicating “absolutely appropriate” levels. Notably, theoretical alignment achieved the highest rating (M = 4.90, SD = 0.45), underscoring the framework’s strong conceptual foundation. The findings highlight both the theoretical and practical contributions of the framework. Theoretically, it synthesizes gamification, immersive learning, and AI-driven personalization into a cohesive pedagogical model. Practically, it offers educators a replicable, flexible tool for designing innovative curricula that enhance learner engagement and entrepreneurial readiness. Future research should focus on empirical implementation, scalability, and cross-cultural applicability to further refine the framework and strengthen its generalizability. The findings indicate the framework’s strong conceptual grounding and expert-validated appropriateness. While promising, the framework requires future empirical testing to determine its effectiveness in real educational contexts. This study therefore provides a foundational contribution for guiding further instructional design and research in digital entrepreneurship education.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.006
metaresearch head score (Gemma)0.006
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: Theoretical or conceptual
GenreCandidate signal: Methods · Consensus signal: Methods
Teacher disagreement score0.007
Threshold uncertainty score0.033

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0060.006
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0060.003
Science and technology studies0.0020.014
Scholarly communication0.0070.007
Open science0.0020.006
Research integrity0.0020.003
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.027
GPT teacher head0.349
Teacher spread0.323 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2025
Admission routes1
Has abstractyes

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