{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,17]],"date-time":"2026-04-17T09:01:45Z","timestamp":1776416505678,"version":"3.51.2"},"reference-count":59,"publisher":"MDPI AG","issue":"4","license":[{"start":{"date-parts":[[2026,4,9]],"date-time":"2026-04-09T00:00:00Z","timestamp":1775692800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>Effective software engineering education today requires tools that adapt to individual learner proficiency and progress, while ensuring positive student engagement. Gamified platforms represent an effective approach to learning and maintaining motivation, but their efficacy depends on a robust underlying architecture. This systematic literature review analyzes state-of-the-art artificial intelligence (AI)-based adaptive architectures designed to support gamified learning tools, highlighting their architectural models (such as intelligent tutoring systems, multi-agent systems, and immersive virtual reality\/augmented reality environments), adaptation mechanisms (including Generative AI and chatbots), and personalization strategies. A significant focus is placed on Process Mining and Learning Analytics as methodological approaches to organize learning paths and guide dynamic adaptation based on student behavior. The results of the selected studies demonstrate advantages such as increased engagement, longer-term participation, and personalized learning pace. However, challenges remain, such as common assessment criteria, integrating different technologies, and system scalability. The findings offer concrete insights for designing the next generation of effective gamified learning tools, based on data and software engineering processes.<\/jats:p>","DOI":"10.3390\/computers15040235","type":"journal-article","created":{"date-parts":[[2026,4,10]],"date-time":"2026-04-10T07:55:12Z","timestamp":1775807712000},"page":"235","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["Adaptive Architectures for Gamified Learning in Software Engineering: A Systematic Review"],"prefix":"10.3390","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0009-0007-2477-8297","authenticated-orcid":false,"given":"Aurora Annamaria","family":"Quartulli","sequence":"first","affiliation":[{"name":"Department of Electrical and Information Engineering (DEI), Polytechnic University of Bari, 70125 Bari, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Giovanni","family":"Mignogna","sequence":"additional","affiliation":[{"name":"Department of Electrical and Information Engineering (DEI), Polytechnic University of Bari, 70125 Bari, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0005-1476-2916","authenticated-orcid":false,"given":"Vera","family":"Zizzo","sequence":"additional","affiliation":[{"name":"Department of Electrical and Information Engineering (DEI), Polytechnic University of Bari, 70125 Bari, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-1477-1434","authenticated-orcid":false,"given":"Marina","family":"Mongiello","sequence":"additional","affiliation":[{"name":"Department of Electrical and Information Engineering (DEI), Polytechnic University of Bari, 70125 Bari, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2026,4,9]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"4157","DOI":"10.1007\/s10639-024-13005-2","article-title":"Exploring the efficacy of computer games as a pedagogical tool for teaching and learning programming: A systematic review","volume":"30","author":"Wilson","year":"2025","journal-title":"Educ. 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