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Playtime: Educational Entertainment for Children with ASD Via
Cross-Platform Game with Merge Sort Algorithm and Performance
Analysis for PBLC
Crispatrick Suarez, Justine Carl Saracanlao, Kristian Sandaga, Czarlayne Rivera, Michael
Kagakit
(SY 2025-2026) Arellano University, Pasig Campus
DOI: https://doi.org/10.51584/IJRIAS.2025.1010000063
Received: 18 October 2025; Accepted: 24 October 2025; Published: 06 November 2025
ABSTRACT
In this project, the researcher describes PlayTime, a cross-platform education entertainment program that was
created to serve children aged between 4 and 6 years of age with Autism Spectrum Disorder (ASD). The system
incorporates interactive mini-games that are aimed at developing cognitive skills including attention, memory,
and solving problems and encouraging social interaction and involvement through play. PlayTime was created
according to the ISO/IEC 25010 software quality model with the help of the Spiral Model of the System
Development Life Cycle (SDLC) in order to provide the iterative improvement and stability of the system.
The research design used was quantitative, and the authors collected information from a total of 50 respondents,
consisting of 8 gamers (16%), 12 educators (24%), 5 teachers (10%), 5 therapists (10%), and 20 technical experts
(40%). The gamer respondents evaluated the application using the PASS Theory of Intelligence, while the
technical experts assessed it based on software quality standards. Educators, teachers, and therapists also
provided valuable insights into the educational and therapeutic effectiveness of the game. Findings revealed that
PlayTime performed well across all respondent groups. Gamers cited the application as effective in maintaining
attention and enhancing focus, while educators and therapists noted its potential as a supportive learning and
intervention tool. Meanwhile, technical experts reported that the game is highly usable, performs efficiently, and
demonstrates strong reliability. These results collectively affirm the overall quality and educational value of the
PlayTime application.
INTRODUCTION
Learning can be challenging for many children, especially for those who need help developing focus, memory,
and social interaction skills. Traditional teaching strategies often do not meet the needs of diverse learners,
particularly children with developmental conditions such as Autism Spectrum Disorder (ASD). Research shows
that interactive and play-based learning increases engagement and understanding. Plass, Homer, and Kinzer
(2015) explained that game-based learning promotes cognitive growth through immersive and emotionally
engaging activities, while Vygotsky’s (1978) Social Development Theory stresses the importance of interaction
and active participation in the learning process. These ideas highlight the growing need to merge technology and
play to make learning more inclusive and effective.
Foreign and local studies support this approach. Gray (2018) and Bediou et al. (2018) found that video games
can improve perception, attention, and problem-solving, while Gallud et al. (2023) revealed that serious games
enhance both cognitive and social skills, particularly for children with autism. Locally, Carandang (2021) and
Rosales et al. (2023) confirmed that play-based instruction encourages motivation, communication, and
emotional engagement in Filipino learners, especially those with special needs. Mendoza and Santos (2019) also
observed that educational games foster teamwork, focus, and confidence. Collectively, these studies affirm that
game-based learning helps strengthen both academic and personal development.
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PlayTime is an educational entertainment platform designed to integrate learning with play. It aims to transform
traditional instruction into an adaptive and interactive experience that helps children with ASD improve their
cognitive and social skills. The system features mini-games focused on memory, logic, and problem-solving,
complemented by a reward system to encourage engagement and motivation.
A key feature of PlayTime is its adaptive learning process, powered by the Merge Sort Algorithm, which adjusts
game difficulty based on a learner’s performance. By analyzing accuracy, task completion, and response time,
the system customizes activities that match each child’s ability level. This adaptive design promotes steady
progress, boosts confidence, and ensures that learning remains both enjoyable and developmentally appropriate.
Guided by the ISO/IEC 25010 software quality model, this study aims to design and develop a user-friendly,
efficient, and reliable platform that promotes engagement, cognitive development, and collaboration. Overall,
PlayTime seeks to provide an innovative, inclusive, and entertaining learning experience for children with ASD
while supporting educators and caregivers in tracking learner growth and development.
Scope
The study focuses on the design, development, and evaluation of PlayTime, an educational entertainment
platform created for children with Autism Spectrum Disorder (ASD) aged 3 to 6. Specifically, the study covers
the following scope:
Development Focus: The project involves creating an interactive, adaptive, and cross-platform game-based
learning system that enhances children’s cognitive, memory, and problem-solving skills through
educational mini-games
Adaptive Algorithm: The system utilizes the Merge Sort Algorithm to automatically adjust the difficulty
level of activities based on a child’s performance, ensuring a personalized and engaging learning
experience.
Platform and Tools: The game is developed using tools such as Godot Game Engine, Visual Studio Code,
Adobe Illustrator, Procreate, Figma, Audacity, and GitHub, following the Game Development Life Cycle
(GDLC) model to ensure systematic and iterative development.
Evaluation Framework: The platform is assessed using the PASS Theory of Intelligence to evaluate
cognitive performance and the ISO/IEC 25010 standard to evaluate functionality, usability, and reliability.
Stakeholders: The study involves children with ASD, teachers, caregivers, and technical experts who
provide feedback on usability, accessibility, and learning outcomes.
Objective of the System: PlayTime serves as both a learning tool and an assessment platform by offering
feedback, performance tracking, and progress monitoring that assist educators and parents in understanding
a child’s developmental progress.
LIMITATION
The paper is narrow and confined to developmental and evaluation of the PlayTime system but lacks longitudinal
or medical analysis of behavioral improvements in children with ASD. The respondents are also limited to 50
respondents (30 gamer respondents (children with ASD observed under the guidance of adults) and 20 technical
experts who tested the functionality of the system and the quality of the software).
The age group of the participants is limited to 4-6 years of the age, as the games are tailored to the cognitive
abilities at early childhood. The application deals with the fundamental educational principles like recognizing
colors, matching, logical and memory tasks. The external conditions such as home environment, difference in
attention span, and familiarity with the device are not included in the study.
Also, the evaluation of the platform is restricted to the prototype of PlayTime. Although the system was cross-
platform tested, the differences in the performance of these devices or even the internet connection can affect
user experience. The prospective enhancements (e.g. multiplayer networking, more sophisticated AI-based
adaption, a wider content coverage) were pointed out but not realized in the course of the present research.
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THEORETICAL FRAMEWORK
The theoretical framework of PlayTime is based on Cognitive Learning Theory and Behaviorism. Cognitive
Learning Theory emphasizes the enhancement of mental skills such as attention, memory, and problem-solving
through interactive gameplay and logical sequencing using the Merge Sort Algorithm. Behaviorism supports the
system’s use of feedback and rewards to reinforce positive behaviors and learning progress. Combined, these
theories guide PlayTime in providing a structured, engaging, and data-driven learning experience that promotes
both cognitive and behavioral development in children with ASD.
Figure 1: Theoretical Framework
Conceptual Framework
Figure 2: Conceptual Framework
Input
It starts with the Input, during which players children with special needs play with the platform with the help of
various devices. A laptop or a computer is used, whereby the player interacts with different games by using a
mouse and a keyboard as the input. Per Android phones or tablets, they are played with touch controllers,
providing easy access to gameplay features which are easy to use and reach.
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Process
During the Process stage, the players will be browsing and playing games that are educational and aimed at the
improvement of the main areas of development. The activities such as matching types (e.g., shapes or letters)
and color hunting are part of such games, arranged in a way that facilitates repetition, recognition, and problem-
solving. The games are considered to be visually stimulating, age appropriate and fun, and this provides the
learner with a low-pressure atmosphere that allows them to engage in continuous learning through play. Since
the players interact with the games, they train vital skills such as recalling information, reasoning, and socializing
where cooperation aspects are used.
Output
Output stage is the indication of the developmental benefits that have been realized during the gameplay. These
involve increase in the learning skills, better recollection, and the cognitive capabilities. With constant
involvement of students, teachers and parents can see clear improvement in the child responses to activities,
process of information and social relations. These observational outputs are the sign of the effectiveness of the
platform in dealing with special needs education.
Significance of the Study
The creation of PlayTime, as a learning platform that follows a game format, is important to a number of key
stakeholders in the learning and care of special needs children:
Administrators and Teachers: PlayTime gives educators the new tool that improves traditional teaching
methods. Its game-based strategy is more interactive, and the students, who might not learn well with
traditional approaches, will be more engaged, and the teachers will be able to target the different learning
needs of the students. It can be smoothly incorporated into the classroom routine, individual learning plans,
or even therapy, which allows tracking the progress of students better and modifying teaching strategies
according to the results observed.
Students and Professionals: In the case of students with special needs, PlayTime provides a learning
experience that is fun, less stressful, and helps them to acquire the necessary skills, namely memory,
thinking, and interaction. Its gameplay has been created to enhance learning by playing, enhancing learning
results and emotional results. To those working in the field, i. e. the therapists and special education
coordinators, it provides a malleable platform that enhances the involvement of specific development of
skills with some pertinent learning objectives.
Future Researchers: The research offers a basis on future developments in special education and
educational technology. This framework can be further developed by the researchers to test other patterns
of algorithms, construct more inclusive learning games, or assess the long-term effects of gamified learning
on neurodevelopmental progress. It also has the potential to trigger additional research in adaptive learning
systems and AI-based special needs education personalization.
REVIEW OF RELATED LITERATURE
Foreign researchers have found that video games can significantly enhance cognitive abilities such as attention,
perception, and problem-solving. Studies by Gray (2018) and Bediou et al. (2018) highlight that well-designed
games can serve as effective learning tools that stimulate mental activity and support educational development.
Gallud et al. (2023) found that game-based and technology-assisted learning significantly enhance cognitive and
social development in children with special needs, particularly those with autism. Likewise, Gee (2003) and
Prensky (2001) emphasized that incorporating play into learning increases motivation, engagement, and
problem-solving through experiential and exploratory activities.
In the Philippines, studies by Carandang (2021) and Rosales et al. (2023) demonstrated that play-based
instruction enhances motivation, cooperation, and cognitive development, especially for children with special
needs. Similarly, Mendoza and Santos (2019) confirmed that educational games improve focus, teamwork, and
self-confidence, highlighting the effectiveness of interactive learning in fostering holistic growth among young
learners.
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The PLAYTIME system stands out from other related systems because it integrates educational entertainment
with cognitive skill development through the Merge Sort algorithm, enhancing logical sequencing and critical
thinking among children with ASD. Unlike others that focus only on single learning modes or therapy-based
routines, PLAYTIME also includes performance-based learning analysis (PBLC) for real-time assessment of
user progress. Furthermore, its cross-platform design ensures accessibility and consistency of learning
experiences across different devices, making it more versatile and inclusive than the other systems.
Synthesis
The synthesis of the above information highlights how various educational and therapeutic systems aim to
support children with Autism Spectrum Disorder (ASD) through interactive and game-based learning. Each
related systemsuch as Autism Learning Games, ABA Therapy App, LearnWithFun, SmartPlay ASD Trainer,
and EduSort Gameoffers unique functionalities that enhance cognitive, behavioral, or emotional development
in children. However, **Playtime: Educational Entertainment for Children with ASD via Cross-Platform Game
with Merge Sort Algorithm and Performance Analysis for PBLC** stands out for integrating both educational
entertainment and data-driven performance analysis. Unlike others, it utilizes the **Merge Sort Algorithm** to
enhance logical sequencing while assessing learning outcomes across platforms. Furthermore, the inclusion of
**Performance-Based Learning Analysis (PBLC) allows for measurable tracking of progress, which is not
emphasized in other systems. Overall, Playtime provides a balanced combination of engagement, cognitive
improvement, and analytical assessmentmaking it a more comprehensive and effective learning solution for
children with ASD.
METHODOLOGY OF THE STUDY
The study PLAYTIME: Educational Entertainment for Children with ASD via Cross-Platform Game with Merge
Sort Algorithm and Performance Analysis for PBLC is classified as an Applied Developmental Research. It
focuses on designing and developing an interactive educational game that enhances cognitive and behavioral
learning for children with ASD using algorithmic logic and performance evaluation. The research applies both
software engineering and educational psychology principles to create a functional, adaptive, and evidence-based
digital learning tool.
Before system creation, data were gathered through surveys and interviews with gamers, educators, teachers,
therapists and technical experts to identify behavioral patterns, user interface preferences, and personalization
needs of children with ASD. After system implementation, evaluation followed the ISO 25010 software quality
model focusing on behavior, user interface, personalization, accuracy, effectiveness, and robustness to assess
system quality and user satisfaction. Respondents rated each criterion using a 5-point Likert Scale (1Strongly
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Disagree to 5Strongly Agree) for verbal interpretation and analysis. This approach ensured that the system was
both technically reliable and behaviorally effective in promoting engagement and learning among children with
ASD.
The study utilized the System Development Life Cycle (SDLC) as the main process for system creation. The
SDLC provided a structured series of phasesplanning, designing, developing, testing, and deploymentthat
guided the efficient production of the PlayTime application. This model ensured that each stage of the project
was systematically executed, from the initial concept and design to the final testing and implementation. It also
allowed the researchers to continuously refine the system, ensuring that it met the intended objectives and
maintained high standards of functionality and reliability.
Figure 3: Spiral Model
For the development of PlayTime, we are following the Spiral Model, a flexible and iterative approach that
combines elements of design, prototyping, and evaluation.
This model allows us to develop the system in gradual phases, starting with planning and requirement gathering,
followed by prototype creation, user feedback, and continuous improvement. With each loop or spiral,” we
build a more complete version of the system, reducing risks and making space for new ideas as the project
evolves.
The Spiral Model supports continuous testing and user input, which is essential for educational platforms. Since
PlayTime is intended to grow and adapt based on user feedback especially in how games are selected and how
progress is measured this methodology ensures we can refine and improve the system over time without starting
from scratch.
Figure 4: Game Flow Diagram
A game flow diagram is a visual representation that outlines the sequence and structure of a game’s processes.
It uses boxes or shapes connected by arrows to indicate the logical flow and progression of gameplay, helping
to illustrate how players navigate through different stages or actions within the game.
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Respondents of the Study
The study involved two groups of respondents: (a) gamers, educators, parents, and therapists and (b) technical
experts. The first group is made up of child learners with ASD aged 4 to 6 years old, who are the intended users
of the PlayTime platform. These children are observed while interacting with the educational games to assess
usability, engagement, and learning impact. Their responses are gathered indirectly through observation
checklists and input from parents, guardians, or SPED educators, who monitored their behavior, attention, and
enjoyment during gameplay. This group is essential in determining how appropriate and effective the platform
is for children with Autism Spectrum Disorder in a real learning setting. They are guided by an adult when using
the PASS evaluation form. The gamers, educators, parents, and therapists group is composed of 30 respondents.
The second group is composed of technical experts who helped evaluate the platform from a system quality
perspective. This group is composed of 20 technical experts with backgrounds in software development,
educational technology applications, and game design. They are selected based on their knowledge of system
performance, usability standards, and programming. Their evaluation focused on aspects such as functionality,
performance efficiency, interface design, and adherence to the ISO/IEC 25010 software quality model. Their
insights helped improve the system’s technical reliability and overall user experience.
A total of 50 respondents participated in the evaluation of the game platform. Their evaluations allowed the
researchers to assess both the learning experiences and the software’s technical quality.
Development and Evaluation Procedure
The development of PlayTime utilized various tools and technologies to ensure efficient programming, design,
and collaboration throughout the creation process. The tools used are as follows:
Visual Studio Code A source code text editor used for writing, testing, and debugging the program
scripts.
Godot Game Engine A free and open-source engine utilized to develop the cross-platform 2D game
environment.
Adobe Illustrator Used to design scalable vector graphics such as logos, icons, and interface
illustrations.
Audacity An open-source audio editor applied for recording, editing, and producing sound effects
(SFX) and background music.
GDScript A high-level scripting language designed for creating the game’s logic and interactive
functions within the Godot engine.
GitHub A web-based platform for collaborative development, project management, and version
control.
JSON (JavaScript Object Notation) A lightweight data format used for structured data exchange and
implementing the game’s save-and-load mechanism.
Git A version control system used to track code changes, support collaboration, and manage multiple
versions of the game project.
Procreate A digital illustration tool used for sketching, painting, and designing detailed game characters
and background art.
Figma A collaborative interface design tool utilized for wireframing, planning, and developing user
interface (UI) layouts.
Pinterest Used as a visual inspiration board for gathering design references, color palettes, and mood
board ideas to guide the game’s artistic style.
Data Analysis Plan
The data gathered from the respondents were organized, analyzed, and interpreted using quantitative methods to
assess the performance and effectiveness of the PlayTime application. The researchers employed descriptive
statistics to summarize and interpret the responses obtained from the evaluation instruments. Specifically,
weighted mean was used to determine the average responses of the participants for each criterion under the
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ISO/IEC 25010 software quality model and the PASS Theory of Intelligence. This method allowed the
researchers to identify the overall level of functionality, usability, reliability, and user satisfaction of the system.
Each indicator was rated using a Likert scale, where responses were assigned numerical values to quantify
perceptions and experiences. The computed means were then interpreted using qualitative descriptions such as
Excellent,” “Very Good,” “Good,” “Fair,” or “Poor,” depending on the resulting score range. These
interpretations provided a clear understanding of how users and evaluators perceived the system’s technical and
educational performance.
The results were presented in tabular and graphical form to highlight the trends and relationships among the
variables. Comparative analysis was also conducted between cognitive and technical evaluations to determine
whether the system met its intended learning objectives while maintaining acceptable software quality standards.
Through this systematic analysis process, the researchers were able to draw evidence-based conclusions
regarding the overall effectiveness, efficiency, and reliability of PlayTime as an educational tool for children
with ASD.
The SystemThe study produced PlayTime, a cross-platform educational entertainment application developed
for children aged 4 to 6 with Autism Spectrum Disorder (ASD). The system features engaging and interactive
mini-games designed to enhance cognitive skills such as memory, focus, problem-solving, and social interaction.
It also assists parents, teachers, and special education professionals by providing tools to monitor learner progress
and identify specific areas for improvement. The platform was developed using various tools, including Visual
Studio Code, Godot Game Engine, Adobe Illustrator, Audacity, GDScript, GitHub, JSON, Git, Procreate, Figma,
and Pinterest all utilized for coding, designing, creating multimedia assets, and managing project collaboration.
The quality of PlayTime was assessed based on ISO/IEC 25010 standards to ensure that it meets the necessary
criteria for functionality, usability, efficiency, reliability, maintainability, and portability, making it a stable and
user-friendly system.
Figure 5: Main Menu Interface
The Main Menu Interface serves as the game’s starting point. It features colorful visuals, large icons, and
minimal text to ensure accessibility for young users and children with developmental differences. From this
screen, players can easily navigate to various game modes such as memory, logic, and matching activities.
Figure 6: Game Progress Interface
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The Game Progress Interface displays each learner’s performance summary, including scores, completed tasks,
and earned rewards. This interface allows teachers and parents to monitor progress and provides visual indicators
such as stars and progress bars that motivate learners and reinforce achievement.
Assessment: Summary Of Respondents on the System
Five types of respondents evaluated the PlayTime system to ensure that both user experience and technical
performance were properly assessed. The first group was composed of gamers, educators, teachers, and
therapists respondents, who evaluated the application’s functionality, usability, and overall engagement based
on the PASS Theory of Intelligence. The second group consisted of technical respondents, who assessed the
system’s dependability, efficiency, and quality using the ISO/IEC 25010 software quality standards. This
approach ensured a comprehensive and reliable evaluation covering both educational and technical perspectives.
Table 1. Distribution of Respondents
Respondents (groupings)
Size (n)
Percentage
Gamers
8
12%
Educators
12
24%
Teachers
5
10%
Therapist
5
10%
Technical
20
40%
Total (n)
50
100.0%
The general breakdown of the respondents who took part in the evaluation is provided in Table 1. Among all the
50 respondents, 8 gamers (16%), 12 educators (24%), 5 teachers (10%), 5 therapists (10%), and 20 technical
experts (40%), were identified. This assembly implies that the larger portion of the feedback was offered by the
technical specialists and educators, but the proportion of the gamers, teachers, and therapists was also important.
Having a wide range of respondents will guarantee that the assessment will cover a variety of opinions- between
the gameplay experience and the value of the game and the therapeutic utility and technical performance.
The findings of the evaluation process, collected using the ISO 25010 evaluation form of technical experts and
PASS Theory of Intelligence evaluation form of gamers are shown in the tables below. The game was rated by
each group based on the expertise and professional insight. Summary tables are also given to provide a better
picture of the results and simplify the overall trends. The analysis of these responses combined makes sure that
the evaluation is not one sided, thus making the evaluation of conclusions made in the study credible and sound.
Table 2. Summary and Comparison of Evaluations of Technical-Respondents
Criteria
(ISO25010)
WM
VI
User Interface
3.8
SA
Personalization
3.7
SA
Accuracy
3.7
SA
Effectiveness
3.8
SA
Robustness
3.7
SA
Overall Average Mean
3.7
SA
Table 2 shows the summary and comparison of evaluations of Technical-Respondents based on the criteria of
ISO25010. It can be noted that technical respondents’ average means have slight differences between 3.7 and
3.8 on the criteria interpreted as Strongly Agree”. Overall, technical respondents strongly agree on the
acceptability and usssability of the application based on the criteria of ISO 25010 with a 3.7 overall average
mean.
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Table 3: Summary of Evaluation of Gamers, Educators, Parents and Therapists based on PASS Theory of
Intelligence
PASS Theory of Intelligence
Gamers ( 30 )
WM
VI
Planning
3.6
SA
Attention
4.0
SA
Simultaneous
3.6
SA
Successive
3.7
SA
Overall Average Mean
3.7
SA
Table 3 shows the summary and comparison of evaluations of Gamer-Respondents based on PASS Theory of
Intelligence. It can be noted that their average means for all the criteria ranges from 3.6 to 4.0 with all interpreted
as Strongly Agree”. Also notable is the 4.0 average mean attained by the Attention criteria compared to the
other criteria. Finally, with a 3.7 overall average mean interpreted as “Strongly Agree”, indicate that cognitive
abilities of gamer respondents are utilized when playing the application based on the criteria of the PASS Theory
of Intelligence.
Ethical Considerations
The study also makes certain that data obtained on respondents is treated in a confidential and integrity manner.
The information of the respondents remains confidential and no personally identifiable information is released
without the consent of the respondents. The study complies or follows the principles of voluntary participation,
which means that the respondents are at liberty of dropping out of the research any time without any
repercussions. There is also a good data security so that the information is not accessed and misused by
unauthorized users. Lastly, the presentation of all findings is honest and precise, without any kind of
manipulation and bias in order to preserve the validity of the research.
CONCLUSION
The results of the study affirm that the PlayTime application successfully met its objectives as an educational
entertainment platform for children with Autism Spectrum Disorder (ASD). From the gamers’ perspective, the
game was highly engaging, easy to navigate, and effective in enhancing focus, attention, and problem-solving
abilities. Meanwhile, technical respondents evaluated the system as reliable, accurate, and well-performing in
accordance with the ISO/IEC 25010 software quality standards. These findings complement one anothergamer
feedback validated the game’s educational value and user appeal, while technical assessments confirmed its
stability and efficiency. Overall, the study concludes that PlayTime is a functional, effective, and dependable
tool that seamlessly integrates learning and entertainment, making it well-suited for supporting the cognitive
development of children with ASD.
RECOMMENDATION
1. Administrators and Teachers: PlayTime can be effectively integrated into classroom instruction,
individualized learning plans, or therapy sessions as a supplementary educational tool. Its game-based
structure enables educators to engage learners with varying needs while maintaining an element of fun
and motivation. The platforms built-in progress tracking also allows teachers to monitor student
performance and adjust instructional strategies accordingly to improve learning outcomes.
2. Students and Professionals: For children with special needs, PlayTime offers a low-pressure and
interactive environment that supports the development of memory, cognitive, and social skills through
play. Meanwhile, professionals such as therapists and special education coordinators can utilize the
application as a flexible and adaptive platform to achieve specific learning objectives, assess
developmental progress, and design more effective interventions tailored to individual learners.
3. Future Researchers: This study serves as a foundation for future research in educational technology and
special education. Future researchers may build upon this work by integrating new algorithms, expanding
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the inclusivity of game design, or examining the long-term impact of gamified learning on children with
ASD.
4. It is recommended that future enhancements of the system integrate an AI-driven adaptive learning
module to tailor game difficulty and content according to each child’s performance and progress. This
addition would make the system more responsive to individual learning patterns, thereby improving
engagement and educational outcomes for children with ASD.
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