Aryan - Singh - FA-13 Project Report
Aryan - Singh - FA-13 Project Report
ON
E-Learning Platform with Gamification
SUBMITTED TO AN AUTONOMOUS INSTITUTE, AFFILIATED TO
SAVITRIBAI PHULE PUNE UNIVERSITY, PUNE, IN THE PARTIAL
FULFILLMENT OF THE REQUIREMENTS
FOR THE AWARD OF THE DEGREE OF
Master Of Technology
(Computer Engineering)
SUBMITTED BY
ARYAN SINGH Roll no. 13
2025-26
i
CERTIFICATE
is a bonafide student of this institute and the work has been carried out by him
under the supervision of Dr. Sarita Patil and it is approved for the partial
fulfilment of the requirement of An Autonomous Institute, Affiliated to
Savitribai Phule Pune University, for the award of the degree of Master of
Technology in Computer Engineering in the academic year 2025-26.
ii
ACKNOWLEDGMENT
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ABSTRACT
This project presents an E-Learning Platform with Gamification, developed as a
PHP-based web application deployed on the XAMPP server. The platform aims
to enhance the traditional learning experience by integrating gamification to
boost learner engagement, motivation, and knowledge retention.
Core features include user registration and Google OAuth login, course
enrolment, and dynamic quizzes for knowledge assessment. To keep learners
engaged, the platform incorporates progress tracking, achievement badges, and
leaderboards, promoting healthy competition and recognition.
To promote continuous engagement, the platform incorporates several
gamification mechanisms:
● Progress Tracking: A visual progress bar dynamically reflects a learner's
advancement through course materials, providing real-time feedback and
encouraging completion.
● Quizzes and Scores: Timed and topic-specific quizzes assess user
understanding and assign scores contributing to overall performance
metrics.
● Badges: Learners earn achievement badges for milestones such as course
completion, high quiz scores, and consistent participation.
● Leaderboards: A global leaderboard ranks users based on their total score,
fostering a sense of healthy competition and recognition among peers.
The user interface is responsive and intuitive, ensuring accessibility across
devices and ease of use. The system is designed to be scalable, suitable for
academic institutions, corporate training, and self-learning environments.
By combining interactive content with game-like incentives, this platform
exemplifies how open-source technologies and gamification can transform
digital learning, making it more engaging and effective.
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INDEX
Sr. No. Particulars Page No.
1. Certificate ii.
2. Acknowledgement iii.
3. Abstract iv.
4. Index v.
7. List of tables x.
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TABLE OF CONTENTS
1.0 Introduction 1
1.1 Overview 1
1.2 Motivation 1
2.1 Introduction 5
3.1 Assumptions 7
3.2 Dependencies 7
vi
3.6 System Requirements 10
vii
6.3.4 Awarding Badges 27
7.0 Results 29
7.1 Outcomes 29
8.0 Conclusions 34
8.1 Conclusions 34
8.3 Applications 36
viii
LIST OF FIGURES
ix
LIST OF TABLES
Table No. Description Page No.
x
LIST OF ABBREVIATIONS
UI User Interface
UX User Experience
DB Database
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CHAPTER 1
Introduction
1.1 Overview
1.2 Motivation
In today’s digital learning landscape, while e-learning platforms are widely used, they
often fail to maintain learner engagement and motivation over time. Traditional learning
methods lack interactivity and do not provide timely feedback or incentives that can sustain a
student’s interest. Students may struggle with retaining information, completing courses, or
feeling rewarded.
Despite the availability of various online resources, there remains a gap in platforms
that combine structured learning with interactive and motivational elements. This limits the
effectiveness of self-paced education, especially in virtual learning environments where the
absence of face-to-face interaction can further reduce participation and retention.
This project aims to develop an interactive and engaging e-learning platform enhanced
with gamification elements. The platform will be web-based and accessible via a browser,
offering features designed to improve user motivation and learning outcomes.
● To develop a secure login system using Google OAuth for user authentication.
● To allow users to enrol in specific subjects or courses.
● To provide a quiz module for knowledge assessment.
● To visually track learning progress using progress bars.
● To award digital badges based on quiz performance and milestones.
● To maintain a high-score leaderboard to foster healthy competition.
● To ensure the system is responsive, scalable, and user-friendly.
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1.4 Project Scope & Limitations
Scope:
This platform is targeted towards educational institutions, coaching centers, or any learning-
based organizations that wish to increase student participation through gamified digital
learning.
Limitations:
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1.5 Methodologies of Problem Solving
To address the issues of low engagement and motivation in traditional e-learning systems, a
structured problem-solving approach was adopted. The methodology followed in the
development of this project includes the following phases:
• Requirement Analysis
• System Design
Followed modular design principles to divide the system into well-defined modules
(Login, Quiz, Progress, Badges).
• Designed:
○ Use Case Diagrams for user interaction.
○ Data Flow Diagrams (DFD) to visualize system processes.
○ Entity Relationship Diagrams (ERD) for backend data structure.
○ UML Class and Sequence Diagrams for backend logic modelling.
• Technology Selection
○ Choose PHP for backend development due to its wide use and ease of
integration.
○ Used MySQL as the database system for storing user data and quiz content.
○ Implemented Google OAuth for a secure and simple login experience.
○ Designed the frontend using HTML, CSS, and JavaScript for a responsive
interface.
○ Hosted the application locally using XAMPP.
● Development Approach
o Login system
o Course and quiz modules
o Progress tracker and badge award logic
o Leaderboard and score management
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• Testing and Validation
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CHAPTER 2
Literature Survey
2.1 Introduction
The rise of digital education has led to the development of numerous e-learning
platforms aimed at delivering content efficiently and interactively. However, many of these
platforms struggle to maintain user engagement and motivation, which are critical to
effective learning. Gamification — the application of game-design elements in non-game
contexts — has emerged as a powerful tool to enhance learner engagement and retention.
This literature survey explores the existing body of work related to e-learning,
gamification, and the integration of web technologies for educational platforms.
• Duolingo:
Duolingo is a language-learning platform that extensively uses gamification, including
points, levels, badges, and leaderboards. Studies show that users are more likely to
return to the platform due to these game-like rewards, which improve retention and
motivation.
Key Takeaway: Gamification enhances commitment to learning tasks.
• Khan Academy:
Khan Academy offers a wide variety of educational videos and exercises. While its
core content delivery is strong, it includes limited gamified elements like badges and
progress tracking to encourage consistent learning behaviour.
Key Takeaway: Minimal gamification still yields positive learning outcomes, but
could be improved for engagement.
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2.3 Academic Research
• Werbach & Hunter (2012) in "For the Win: How Game Thinking Can Revolutionize
Your Business" argue that gamification taps into intrinsic motivation and is applicable
in various sectors, including education.
• Hamari, Koivisto, & Sarsa (2014) performed a systematic literature review and
concluded that gamification positively influences learning outcomes when properly
implemented.
• Deterding et al. (2011) defined gamification as “the use of game design elements in
non-game contexts” and emphasized its value in motivating behaviour in education.
Identified Gaps:
The proposed E-Learning Platform with Gamification directly addresses these gaps by:
• Natively integrating gamified features such as badges, progress bars, and leaderboards.
• Providing a smooth and secure login process via Google OAuth.
• Ensuring ease of use with a clean, responsive frontend.
• Maintaining modular architecture for scalability and future enhancements.
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CHAPTER 3
Software Requirements Specification
3.1 Assumptions
3.2 Dependencies
• Third-Party Services
o Google OAuth 2.0 API for secure authentication.
o MySQL for database management.
o If these services are down or deprecated, the platform’s functionality may be
affected.
• Browser Support
Full functionality relies on browsers supporting modern JavaScript and responsive
design features (ES6 compatibility, CSS3).
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• Security Protocols
OAuth authentication and user data transmission rely on secure HTTPS connections
for production environments.
• Database Configuration
The system assumes that the database structure is pre-defined and properly connected
to the PHP backend for smooth data operations.
ID Description
FR1 User authentication via Google OAuth
FR2 Subject-wise course enrolment
FR3 Learning material and quiz access
FR4 Quiz attempt, submission, and scoring
FR5 Progress bar display for each user
FR6 Badge assignment based on performance
FR7 High-score leaderboard maintenance
Table 1.0 Functional Requirements
● Login Interface
A simple login screen using Google OAuth. Users are redirected to Google’s
authentication page and returned upon successful login.
● Dashboard
A personalized interface displaying enrolled courses, recent activity, earned badges,
and progress bars.
● Quiz Interface
Shows multiple-choice questions (MCQs), tracks selected answers, and displays
results upon submission.
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● Progress Tracker
Visual progress bars indicate how much of each course or quiz has been completed.
● Leaderboard
Displays high scores of top-performing users to foster competition and motivation.
● Client Devices
○ Desktop, laptop, tablet, or mobile devices with web browser support.
○ A minimum of 4GB RAM is recommended for smooth performance.
● Server Host
○ XAMPP setup including Apache and MySQL components.
○ The local server is used during development and is compatible with any
standard LAMP server for production.
● Operating System
Compatible with Windows, Linux, and macOS environments where XAMPP can be
installed.
● Database Interface
PHP interacts with MySQL using SQL queries and MySQL or PDO for database
operations.
● Authentication Interface
Google OAuth 2.0 API handles secure login and registration. A developer account
with registered redirect URIs is required.
● HTTP/HTTPS
The web application uses HTTP protocols for client-server communication. HTTPS is
recommended for deployment to ensure data security.
● RESTful Requests
Data exchange between the front end and back end occurs via HTTP requests (GET,
POST) using AJAX or form submissions.
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3.5 Nonfunctional Requirements
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CHAPTER 4
System Design
4.1 System Architecture
The architecture of the E-Learning Platform with Gamification follows a modular client-
server model, designed for flexibility, scalability, and ease of maintenance.
• Architectural Overview
The platform is a three-tier architecture comprising:
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• Technologies Used
Layer Technology
Presentation HTML, CSS, JavaScript
Application Logic PHP 8.x
Database MySQL
Server Environment XAMPP (Apache + MySQL)
Authentication Google OAuth 2.0 API
Table 3.0 Technologies Used
• Working Flow
S = {I, P, O, F, DD}
Where:
● I (Input):
Set of all inputs provided by users to the system.
I = {Login credentials via Google OAuth, Selected course, Quiz responses}
● P (Processes):
Set of all processes carried out in the system.
P = {Authentication, Course Enrolment, Quiz Evaluation, Score Calculation, Badge
Allocation, Progress Tracking}
● O (Output):
The outputs or results delivered by the system. O = {Login success/failure, Dashboard,
Quiz Score, Badge awarded, Updated Progress Bar, Leaderboard}
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● F (Functions):
Mapping functions that transform inputs to outputs.
o f1: Authenticate(I1) → {success, fail}
o f2: Enrol(I2) → course registered
o f3: Evaluate(I3) → score
o f4: Score(score) → badge
o f5: Update (quiz completed) → progress %
o f6: Leaderboard (scores []) → ranked list
● DD (Deterministic Data):
Pre-defined datasets used by the system.
DD = {Course list, Quiz bank, Badge rules, Score thresholds}
Let’s assume:
System processes:
The Data Flow Diagram models the flow of data through the system, focusing on processes,
data stores, and external entities.
This represents the entire system as a single process and shows interactions with
external entities.
o Processes: User Login via Google, Course Enrolment, Quiz Participation, Score
Evaluation, Badge Allocation, Progress Tracking, Leaderboard Display.
o Data Stores:
❖ D1: User Information
❖ D2: Courses
❖ D3: Quizzes
❖ D4: Results
❖ D5: Badges
❖ D6: Leaderboard
o Data Flows:
❖ User → Login → Authentication (Google API) → User Info
❖ User → Enrol → Course List → Enrolment Confirmation
❖ User → Attempt Quiz → Responses → Score → Results + Badges
❖ System → Update Progress & Leaderboard
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Figure 2.0 Level 1 DFD
The Entity Relationship Diagram (ERD) defines the structure of the database and the
relationships between entities.
● Entities:
o User
❖ Attributes: UserID, Name, Email, Role (Student/Admin)
❖ Description: Represents the learner or admin interacting with the
system.
o Course
❖ Attributes: CourseID, CourseName, Description
❖ Description: Educational material or subject available for enrolment.
o Quiz
❖ Attributes: QuizID, CourseID (FK), TotalMarks
❖ Description: A set of questions linked to a course to assess user
knowledge.
o Badge
❖ Attributes: BadgeID, BadgeName, Criteria
❖ Description: Reward earned by users upon achieving specific
milestones.
o Leaderboard
❖ Attributes: LeaderboardID, UserID, Score
❖ Description: Displays top-performing users based on quiz results.
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● Relationships:
o ENROLS
❖ Between: User ↔ Course
❖ Cardinality: Many-to-Many
❖ Description: Users can enrol in multiple courses and each course can
have multiple users.
o ATTEMPT
❖ Between: User ↔ Quiz
❖ Cardinality: Many-to-Many
❖ Description: A user can attempt multiple quizzes, and each quiz can be
attempted by many users.
o AWARDS
❖ Between: User ↔ Badge
❖ Cardinality: Many-to-Many
❖ Description: Users receive badges based on performance; a badge can
be awarded to multiple users.
o PARTICIPATES
❖ Between: User ↔ Leaderboard
❖ Cardinality: One-to-One or Many-to-One
❖ Description: Users participate in the leaderboard based on their quiz
scores.
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Figure 4.0 Use Case Diagram
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CHAPTER 5
Project Plan
5.1 Project Estimate
The estimation of time, effort, and cost for the development of the E-Learning
Platform with Gamification was done using the Work Breakdown Structure (WBS) and
Function Point Analysis (FPA) methodologies. Since this is an academic project, cost
estimation is theoretical and focuses on time, resources, and tools used.
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5.1.1 Reconciled Estimates
The following table and analysis reflect the comparison between estimated and actual
time allocations across different phases of the project lifecycle. This reconciliation helps
assess planning accuracy and identify areas where scope, effort, or execution deviated from
expectations.
Integration 8 8 0 As expected,
Category Resource
Development Tools PHP, MySQL, XAMPP, HTML/CSS/JS
Hardware Personal Laptop (4+ GB RAM)
Authentication Google OAuth API
Documentation MS Word, Markdown, Draw.io (diagrams)
Personnel 1 Developer, 1 Reviewer/Tester
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5.2 Risk Management
Effective risk management is essential for the successful delivery of the E-Learning
Platform with Gamification. This section outlines potential risks, their impact, likelihood,
and mitigation strategies.
• Technical Risks
o API Reliability: Dependency on Google OAuth may lead to login failures if
API changes or limits are introduced.
o Platform Compatibility: The web platform might not perform uniformly
across different browsers or devices.
o Data Storage and Security: Improper database configuration may lead to data
breaches or loss.
• Operational Risks
o Server Downtime: XAMPP server misconfiguration or crashes could affect
development/testing timelines.
o Integration Conflicts: Independent module development might lead to
integration issues later in the lifecycle.
• User-Centric Risks
o Low User Engagement: If gamification elements are not attractive or well-
implemented, users may lose interest.
o Authentication Dependency: Relying solely on Google login may exclude
users without Gmail accounts.
• External Risks
o Internet Access: The platform requires an internet connection for Google
authentication and some content delivery.
o Tool or Library Deprecation: Use of outdated PHP libraries or APIs may
cause future maintenance challenges.
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5.2.2 Risk Analysis
• Version Control Logs: Use Git to monitor code changes and prevent regression bugs.
• API Quota Tracking: Set Google API usage alerts for OAuth integration.
• Test Reports: Regular QA runs to validate module outputs.
• Progress Dashboards: Visual trackers for tasks, bugs, and integration status.
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5.3 Project Schedule
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Figure 7.0 Project Schedule
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CHAPTER 6
Project Implementation
6.1 Overview of Project Modules
The system is divided into modular components to improve clarity, scalability, and
maintainability:
• User Authentication
o Google OAuth for login, session management.
• Course Management
o Admin can create, edit, and manage courses.
o Users can enrol in and view courses.
• Quiz Management
o Admin creates quizzes for courses.
o Users complete quizzes, receive scores, and feedback.
• Gamification & Badges
o Users earn badges based on achievements (course completion, high scores).
o Admin defines badge criteria.
• Progress Tracking
o Users can see progress bars for courses and quizzes.
o Display course completion rates.
• Leaderboard
o Rank users based on quiz scores and course completions.
• Admin Dashboard
o Manage courses, quizzes, user data, and view analytics.
• User Dashboard
o Display enrolled courses, progress, earned badges, and leaderboard rankings.
• Notifications
o Notify users about course updates, quiz results, and badge awards.
• Database
o Store user data, courses, progress, and leaderboard information.
• Frontend/UI Design
o Responsive design for courses, quizzes, and progress tracking.
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6.2 Tools and Technologies Used
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6.3 Algorithm Details
Algorithm:
• Step 1: User clicks on the "Login with Google" button.
• Step 2: Redirect the user to the Google OAuth authorization page.
• Step 3: Google verifies the user’s credentials and redirects back to the application with
an authorization code.
• Step 4: The app exchanges the authorization code for an access token via the Google
API.
• Step 5: Retrieve user data (email, name, profile picture) from Google API using the
access token.
• Step 6: If the user is new, create a new record in the database with user details.
• Step 7: Store user information in session variables and redirect the user to the
dashboard.
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6.3.4. Awarding Badges
Algorithm:
• Step 1: Track user progress after each action (e.g., completing a quiz, finishing a
course).
• Step 2: Check if the user meets the criteria for any badges (e.g., 80% quiz score,
course completion).
• Step 3: If criteria are met, award the badge by inserting a record into the User_Badges
table with user_id, badge_id, and date_awarded.
• Step 4: Display the earned badge on the user’s profile or dashboard.
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6.3.8. Notifications System
Algorithm:
• Step 1: When an event occurs (e.g., new course available, quiz result, badge earned),
generate a notification.
• Step 2: Store the notification in the Notifications table with user_id, notification_type,
message, and timestamp.
• Step 3: Send the notification to the user via email or in-app (depending on settings).
• Step 4: Display unread notifications on the user’s dashboard.
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CHAPTER 7
Results
7.1 Outcomes
The E-Learning Platform with Gamification will provide a smooth and engaging
learning experience. Users will enjoy interactive learning with quizzes and badges, while
admins will have the tools to manage courses, track performance, and engage with users. The
platform will be responsive, easy to navigate, and capable of supporting real-time user
progress tracking and leaderboard functionality. Seamless User Authentication: Users can
log in through Google OAuth 2.0, ensuring secure and efficient sign-in without the need for
traditional password management.
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• Scalability and Flexibility
Outcome: The platform will be scalable to accommodate increasing numbers of users,
courses, and quizzes. It will be easy to update and add new content or gamification
features without major overhauls.
7.2 Screenshots
Below are key screenshots demonstrating the functionality of the application:
• Login Screen
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• Registration Screen
• Home Page
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• On Clicking Desired Course
• Content
• MCQ Test
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• Progress Bar of the course
• Leader Board
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CHAPTER 8
Conclusion
8.1 Conclusion
The gamification elements, such as badges and leaderboards, not only make the
learning process more enjoyable but also encourage users to stay engaged and motivated
throughout their learning journey. This results in increased course completion rates,
improved retention, and higher user satisfaction.
From the admin's perspective, the platform provides easy-to-use tools for managing
courses, quizzes, users, and performance tracking. The data-driven insights will help the
admin make informed decisions about course offerings, learner engagement, and overall
platform improvements.
Additionally, the use of PHP, MySQL, and XAMPP ensures a solid backend
infrastructure, while Bootstrap and JavaScript offer a seamless, responsive, and user-
friendly front end. With Google OAuth for secure authentication and real-time progress
updates, users will have a smooth experience as they navigate through courses and track
their achievements.
In conclusion, this project achieves its goal of creating an interactive, engaging, and
motivating learning platform that fosters continuous learning, rewards progress, and provides
a positive experience for both users and administrators. It also sets the stage for future
improvements, including the addition of more courses, gamified features, and expansion in
terms of user base and content. The platform is both scalable and flexible, ensuring that it
can adapt to evolving user needs and educational trends.
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8.2 Future Work
The E-Learning Platform with Gamification has laid a strong foundation for an engaging and
effective learning experience. However, to ensure its long-term success and growth, there are
several areas for future enhancements and improvements that can be explored:
• Mobile Application
o Future Work: Develop a mobile application for iOS and Android to allow
users to access courses, track progress, and complete quizzes on the go. This
will expand accessibility and cater to a wider audience.
• AI-Powered Recommendations
o Future Work: Implement AI algorithms to recommend courses or quizzes to
users based on their learning history, preferences, and progress. This would
provide a more personalized learning experience and help users discover
relevant content more easily.
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• Integration with Other Learning Tools
o Future Work: Integrate the platform with other popular learning tools such as
Google Classroom, Slack, or Zoom for live classes. This would create a more
comprehensive learning ecosystem where users can access both asynchronous
and synchronous learning materials.
• Advanced Security Features
o Future Work: Enhance the security features of the platform, including:
❖ Two-Factor Authentication (2FA): Implement 2FA for added security
during login, ensuring users' accounts are protected.
❖ Data Encryption: Use advanced encryption techniques to secure sensitive
user data, especially when handling quiz results or personal information.
• Multi-Language Support
o Future Work: Add support for multiple languages to reach a global audience.
This would allow non-English speaking users to fully engage with the platform
and broaden its user base.
8.3 Applications
• Academic Learning
o Used by schools, colleges, and universities to deliver interactive and engaging
online courses.
o Helps students track progress, complete quizzes, and earn badges for
motivation.
• Corporate Training
o Employed by companies to train employees through structured courses and
gamified assessments.
o Boosts employee engagement and retention of knowledge through rewards and
leaderboards.
• Test Preparation
o Used for competitive exam preparation (e.g., GRE, UPSC, GATE) with mock
quizzes, scoring systems, and performance tracking.
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