The Impact of Gamification on Learning for Neurodivergent Users

Project insights

  • Location

    United Kingdom

  • Open to

    1 Student

Description

Business Context

Safe Space Labs is a health-tech startup developing an AI-driven platform that supports neurodivergent young people through immersive reality, gamification, and artificial intelligence. The platform is designed to help users build social skills and emotional resilience in an engaging, interactive way.

For a company operating at the intersection of education, healthcare, and technology, credibility is critical. To secure adoption and investment, Safe Space Labs must provide evidence that its gamification-based learning approach offers measurable benefits compared to traditional teaching methods.

Core Challenge

How does gamification-based learning impact social skills, emotional resilience, and engagement for neurodivergent young people, compared with traditional approaches?

Objectives

  • Ground research on how gamification impacts learning, specifically among neurodivergent users
  • Assess which aspects of gamification (e.g., rewards, levels, interactivity, avatars) show the strongest evidence of engagement and social-emotional outcomes.
  • Translate findings into practical insights that validate the platform’s educational design and strengthen its positioning in the edtech/health-tech market.

Deliverables

  • A framework that maps how different gamification elements (e.g., rewards, levels, interactivity, avatars) influence learning, engagement, and social-emotional outcomes
  • Example cases of existing gamified platforms (e.g., Duolingo, Classcraft, Kahoot, or relevant neurodiversity-focused tools)
  • Practical recommendations on how Safe Space Labs can evidence and communicate its educational effectiveness.

If you’re planning to submit a proposal for this project, here are some pointers to help you build a strong foundation, from academic literature to data sources.

1. Start With Core Concepts of Gamification & Learning

Begin by developing an understanding of gamification and its impact on learning processes. Useful search terms in your university library include: “Gamification in education”, “Gamification Literature Review”, “Game-based learning effectiveness”, “Experiential learning and games”, “Motivation theory + gamification”, “Self-determination theory + gaming”

Foundational authors and concepts that often appear in the literature:

  • Karl Kapp (Gamification of Learning)
  • Ryan & Deci (Self-Determination Theory: autonomy, competence, relatedness)
  • Flow Theory (Mihaly Csikszentmihalyi)

2. Focus on Neurodiversity, Social Skills & Emotional Development

Next, narrow your research to learning outcomes specifically related to neurodivergent young people. Useful search terms:

  • “ADHD + learning engagement”
  • “Neurodiversity and education technology”
  • “Autism + social skills training”

Relevant journals, reviews, and textbooks:

  • Journal of Autism and Developmental Disorders (link)
  • Computers & Education (link)
  • British Journal of Educational Psychology (link)

3. Conclude with Data and Examples

To prepare your final framework, explore how specific game mechanics, e.g. Rewards & points, Levels & progression, Avatars & identity, etc., influence behavioural and social outcomes. Examples of platforms, such as Duolingo, Classcraft, and Mightier, that successfully use gamification for learning, behaviour, or emotional engagement could validate your findings. To support your final framework, you may use industry reports and data sources to contextualise your findings. For example:

  • Statista — EdTech, game-based learning, neurodiversity trends
  • IBISWorld — EdTech market, educational software
  • Euromonitor — Consumer trends in digital learning
  • McKinsey & HolonIQ — EdTech & digital learning landscapes

4. Next Step

Prepare a short proposal (Project Proposal Guide) outlining your strategy to tackle this project. Your proposal helps you secure a place and a scholarship.

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