Submitted:
12 June 2025
Posted:
21 June 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
2. Methods
2.1. Data Collection
2.2. Game Design
2.2.1. User Interface
2.2.2. Reward System Game Design


2.3. Technology Architecture

2.4. Methodological Trajectory

2.4.1. Baseline Test

2.4.2. Training Groups: Gamified vs. Standard Training
2.4.3. Self-Reporting Engagement Assessment
2.5. Data Analysis
2.5.1. Data Scrubbing
2.5.2. LMM Model

3. Results
3.1. Linear Mixed Model: Accuracy
3.2. Linear Mixed Model Results





3.3. Self-Reporting Data Results


3.4. DiD Results

3.5. Mathematical Modeling
- represents the accuracy score of participant j on day i.
- , represents the baseline accuracy.
- accounts for the main effect of the experimental group.
- quantifies accuracy changes for each specific day relative to the baseline.
- captures the interaction effect between the experimental condition and day.
- accounts for participant-specific variability.
- represents unexplained variance in the data.
4. Discussion
5. Conclusions
6. Future Work
Supplementary Materials
Funding
Acknowledgments
References
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