Gamified Environmental Education Platform for School and Colleges

Main Article Content

Upasana Ameta

Abstract

This paper presents a novel meta-ensemble machine learning framework designed to dynamically adapt gamified environmental education platforms for school and college students. While existing gamified systems effectively initiate student interest in sustainability, they often suffer from long-term engagement drops due to static reward mechanics. Our approach addresses this limitation by integrating traditional classifiers (Random Forest, SVM) with advanced gradient boosting models (XGBoost, LightGBM, CatBoost) through voting, stacking, and bagging techniques to predict student drop-off and dynamically adjust task difficulty. Experiments conducted on a dataset of student interactions with an environmental tracking application achieved a remarkable predictive accuracy of 97.5%, outperforming individual models. Crucially, this research differs from existing literature by moving beyond singular predictive algorithms and static gamification, offering a hierarchical architecture that recalibrates ecological tasks (e.g., carbon tracking, waste reduction challenges) in real-time based on cognitive load and behavioral patterns

Article Details

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Articles

Author Biography

Upasana Ameta

Department of Computer Science and Engineering                 

Geetanjali Institute of Technical Studies(GITS)                      

Udaipur, India 

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