Redesigning Digital Habits in Early Adolescents through Gamification

Authors

  • Vibhasha R UG Scholar, Computer Science and Engineering, Avinashilingam Institute for Home Science & Higher Education for Women, Coimbatore, Tamil Nadu, India Author
  • Jeni Cyndrella Yazhini R UG Scholar, Computer Science and Engineering, Avinashilingam Institute for Home Science & Higher Education for Women, Coimbatore, Tamil Nadu, India Author
  • Lakshika Mangai S UG Scholar, Computer Science and Engineering, Avinashilingam Institute for Home Science & Higher Education for Women, Coimbatore, Tamil Nadu, India Author
  • Sherlyn Samuel UG Scholar, Computer Science and Engineering, Avinashilingam Institute for Home Science & Higher Education for Women, Coimbatore, Tamil Nadu, India Author
  • Dr. D. Nithya Associate Professor, Computer Science and Engineering, Avinashilingam Institute for Home Science & Higher Education for Women, Coimbatore, Tamil Nadu, India Author

DOI:

https://doi.org/10.47392/IRJAEH.2026.0377

Keywords:

Gamification, Indian Sign Language, Mathematics, Young Adolescents, Menta-Ray

Abstract

The recent technological era has completely transformed the digital habits of young adolescents by shortening their attention span with rapid-scroll content. There has been an active proliferation of educational applications aimed at a younger demographic of students. However, there is a hesitation in tackling subjects that are deemed difficult to supplement outside of a sterile classroom, like mathematics. Regionally-confined practices like Indian Sign Language  (ISL) are difficult to access, and discussed with a lack of ease. In response to this need, Menta-Ray focuses on addressing the lack of engagement from students with level-based gamified learning, thus providing a platform for young adolescents to engage with these subjects. Gamification is a modern concept that embodies the integration of traditional learning methods of repetitive recall and memorization combined with digital elements of entertainment and bright visual imagery. Additionally, it fosters growth-oriented learning by providing a safe space for failure. Furthermore, learning ISL at a young age helps bridge the disconnect between visual & non visual communicators, as well as reduce their exclusion in social settings. The final objective of Menta-Ray is to help mitigate the negative effects of rapid-scroll content by fostering a meaningful learning environment that an early adolescent needs.

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Published

2026-05-08

How to Cite

Redesigning Digital Habits in Early Adolescents through Gamification. (2026). International Research Journal on Advanced Engineering Hub (IRJAEH), 4(05), 2992-2998. https://doi.org/10.47392/IRJAEH.2026.0377

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