|
ShodhKosh: Journal of Visual and Performing ArtsISSN (Online): 2582-7472
Educating Through Play: An AI Game Framework for Safeguarding and Teaching Folk Traditions Dr. Sunil Sudam Khatal
1 1 Associate Professor, Sharadchandra
Pawar College of Engineering Otur, Pune, India 2 Sharadchandra
Pawar College of Engineering Otur, Pune, India 3 Shardchandra Pawar
College of Engineering, India 4 Sharadchandra Pawar College of Engineering Otur Pune, India 5 Shardchandra Pawar
College of Engineering Otur Pune, India 6 Deshmukh Shardchandra Pawar College of
Engineering Otur Pune, India
1. INTRODUCTION The high rate of
digitization of the society has changed the modes through which knowledge is
passed, saved and received tremendously. On the one hand, the technological
achievement has provided new platforms of communication and creativity; on the
other hand, it has led to the slow erosion of traditional cultural practices,
especially, folk traditions, which are traditionally passed on by means of oral
narration, community ceremonies, music, dance, craft and performative arts.
Folk traditions constitute an essential part of the intangible cultural
heritage which transmits collective memory and social identity, moral systems,
and regional knowledge systems through generations Boykin
et al. (2019). Nevertheless, the process of
globalization, urbanization, altering educational paradigms, and the reduced
interaction between generations have undermined the traditional channels of
transmission. With newer generations spending more time on digital platforms,
as opposed to cultural practices that exist in communities, there is an urgent
necessity to reconsider the possibilities of preserving and teaching folk
traditions in the modern technological ecosystem. The use of
play-based learning is a viable way of rejuvenating cultural learning.
Educational studies have always shown that play-based learning improves the
level of engagement, intrinsic motivation, retention, and experiential
learning. Playful interaction, as opposed to passive instruction, facilitates
active use, exploration, and contextual-based meaning-making. Cultural
information (especially folk stories, performance arts and craft traditions) is
experiential and performative. Thus, the fact that the knowledge of such type
is embedded in the interactive game settings is consistent with the way it is
originally transmitted Boykin
et al. (2019). Digital games may replicate cultural
settings, re-create conventionally accepted situations and enable learners to
engage in symbolic practices, narrative plot, and craft-making activities.
Cultural learning can be changed, with educational goals and the pressure of an
action-packed game, no longer being the dull memorizing experience but
something alive and the player engaging in it Gourikeremath and Hiremath (2025). The recent
breakthroughs in Artificial Intelligence (AI) also broaden the opportunities of
game-based cultural education. Adaptive learning systems, procedural content
generation, natural language processing, reinforcement learning, and player modeling are types of AI technologies that allow gameplay
experiences to be intelligently personalised. Traditional educational games are
usually non-interactive and linear in content Geyer et
al. (2022). Nevertheless, AI-based systems enable
games to dynamically respond to the level of knowledge of a player, his/her
learning rate, familiarity with cultural aspects, and interaction habits. As an
example, a narrative engine built on AI can be dynamically run to create folk
stories regarding specific regional themes, and a reinforcement learning module
can modify the difficulty of the missions depending on the performance of the
player. A model of natural language processing can help to support dialogue between
virtual cultural characters and facilitate conversational storytelling by
learners. These adaptive strategies promote better pedagogical practices as
well as user interaction, and therefore, the games with AI-broken structures
will be effective tools of cultural transmission Kanwal
et al. (2022). The digital
system of preserving intangible cultural heritage has been discussed in
different variations, such as digital archives, online museums, multimedia
documentation, and virtual reality museums. Although such methods are useful
towards preservation, they tend to be not interactive in pedagogy. Archives are
the storage of artifacts; games are the re-enactment of involvement. Another
conceptual difference between the storage of cultural data and the provision of
experience-based cultural learning is considerably high Desai
and Mistry (2025). The current digital heritage platforms are
more of repositories, as opposed to dynamic educational systems. In the same
way, there are numerous educational games that do not have profound cultural modeling and realistic representation of the story.
Therefore, the research gap still exists in the development of integrated
AI-based game models that can provide cultural validity, learning efficacy and
adaptable interaction at the same time Evmenova et al.
(2024). The gap is closed
by the proposed research which proposes an AI Game Framework particularly aimed
at protecting and educating folk traditions in an immersive learning through
play. The framework will help fill three fields (1) cultural knowledge representation,
(2) intelligent adaptive gameplay, and (3) experiential pedagogical design. The
main hypothesis of the research paper is that AI-based adaptive games
environments can be of high importance in terms of cultural knowledge
retention, the engagement of learners and appreciation of folk traditions in
comparison with the traditional forms of instruction. Placing the cultural
material into the movable plots, questing games, and interactive activities
basing on skills, learners turn into active participants instead of mere
observers. One of the major
issues in the creation of such systems is to model the cultural knowledge in
the computational models. Folk traditions are multi-layered, conditional, and
symbolic. These traditions need to be encoded by structured knowledge
representation methods, ontology design and the use of culturally sensitive
data modeling to machine-readable forms. Moreover,
the designing process should be guided by ethical considerations to avoid
misrepresentation, cultural bias or over-gamification of the sacred traditions Evmenova et al.
(2024). The AI systems should be developed in a
way that they do not only entertain but honor the
cultural traditions and values of the communities. Consequently, the ethical AI
principles and community based validation mechanisms
are also integrated into the framework design of this research. The other reason
why the study is important is education equity. The traditional cultural
mentorship is not available in most areas because of urbanization and the
deterioration of local artisan communities. Scalability (access to cultural
learning resources) Digital AI-based platforms may offer access to cultural
learning materials to students in a wide geographic range, enabling them to
appreciate and enjoy folk traditions Ithurbide et
al. (2023). Also, multilingual AI modules are able to
expand cultural education not only in a regional but also in an international
level in order to gain intercultural awareness and appreciation of intangible
heritage worldwide. This research has
four-fold contributions. First, it suggests a more organized AI-based
architecture of cultural learning by means of game with adaptive player modeling, narrative generation, and performance evaluation.
Second, it presents cultural encoding model of knowledge that is specific to
folk traditions. Third, it provides assessment measures of the level of
educational results and the level of cultural awareness influence. Fourth, it
gives a prototype case study on whether the implementation of the framework in
a real-world educational institution is feasible. Overall, with the growing influence of digital technologies on learning spaces, a challenge and an opportunity to safeguard cultural heritage with the help of smart systems emerge. Play-based learning based on AI can provide a new way to revive folk traditions in a more interesting, flexible, scalable, and socially responsible manner. This study contributes to the discussion of digital heritage preservation by shifting the focus on the stagnant documentation to the interactive, intelligent and culturally sensitive educational ecosystems. 2. Literature Review The convergence of preservation of cultural heritage, game-based learning, and artificial intelligence has become an interdisciplinary field of research in the last decade. Education, digital humanities, computer science, and cultural studies scholars have analysed how different methods of safeguarding intangible cultural heritage with the help of digital technologies can be implemented Kane (2010). Nevertheless, and though there have been major strides in documentation and visualization, there has been less work done regarding adaptive and AI-based educational gaming systems that are specifically meant to teach folk traditions. 2.1. Digital Preservation of Intangible Cultural Heritage Digital preservation has been long a process of archiving oral traditions, music, dance, crafts, and rituals by using the multimedia repositories, the virtual museums, and the digital libraries. The use of 3D scanning, immersive video documentation as well as augmented reality technologies has made it possible to preserve artifacts and performances in their digital form. Although the methods work well in conservation and dissemination, they tend to focus on passive consumption and not interactive learning Lankshear and Knobel (2015). The majority of digital heritage sites are fairly static repositories that do not offer any personalization, or adaptive learning. Consequently, despite the increased availability of cultural information, there is not much engagement and experiential insights of learners Clark et al. (2016). 2.2. Game-Based Learning Frameworks Game-Based Learning (GBL) has been accepted as a very efficient pedagogical approach. Educational psychology studies have shown that interactive game play will increase motivation, engagement and retention by adding in challenge, feedback and rewards. Other fields of development have included history education, language learning and environmental awareness with serious games developed Jurriëns (2019). Particularly, cultural heritage games have recreated historical settings or customs in a simulation or role-playing context. Yet, most of such systems are based on the ready-to-use linear material which is not dynamically adjusted to the performance of the learners. Moreover, the process of cultural representation is simplified much, which may cause the problems of authenticity and cultural contexts Holmes et al. (2021). 2.3. Artificial Intelligence in Educational Games The recent
introduction of AI into the realm of education has contributed to the
development of adaptive learning technologies greatly. Intelligent Tutoring
Systems (ITS) are machine learning and rule-based systems that can help provide
personalized instructions to learners according to their profile Jagodzinski
(2024). The reinforcement learning has been used
in dynamically changing the difficulty in the serious games and player
modelling techniques have been used to predict engagement and knowledge
acquisition by analysing behavioural patterns. Natural Language Processing
(NLP) is used to make conversational agents and interactive storytelling, and
where learners interact with narrative-based learning material. The procedural
content generation algorithms generate personalized missions, quests, and
storylines, making it easier to play over again and with more customization Kim and Chung (2023). Nevertheless, with all such improvements,
there is scant literature available on the application of AI-based adaptation
to cultural heritage education. 2.4. Procedural Storytelling and Cultural Narratives Digital literature and games that involve telling stories interactively have been considered. Narrative engines powered by AI can be used to produce branch stories depending on user preferences, and this produces a personal story Ciampa et al. (2025), Annetta (2010). In the case of folk traditions, where the storytelling process plays a key role, procedural narrative generation can be of great promise. Nevertheless, it is difficult to preserve cultural authenticity and use generative models simultaneously. The folklore narratives are also strong in symbolism and communal values and wrong abstraction may result in distortion or misrepresentation. Table 1
2.5. Identified Research Gaps Despite the fact that previous studies prove the efficacy of digital preservation, serious games, and AI-based learning systems separately, the gap in the process of uniting these areas is particularly significant Musale (2025), Marino et al. (2023). The current cultural heritage solutions are usually not designed with adaptive learning, and AI-based learning games rarely use structured cultural knowledge modelling. In addition, the ethical issues pertaining to cultural sensitivity, mitigation of bias and validation of communities are not adequately considered within the existing systems. The review shows that there is a necessity of an AI-enabled game system, which will be able to integrate play-based learning with the element of experimentation and smart adaptability, including representation of culturally specific knowledge. The proposed study will close this gap by creating a comprehensive framework that will not only protect folk traditions but also increase the degree of engagement in education due to the mechanisms of playing games based on AI. 3. Proposed AI Game Framework Architecture 3.1. System Overview The proposed AI
Game Framework is an architectural design that would be a layered architecture,
a modular design with cultural knowledge modeling,
adaptive intelligence and interactive gameplay. The system will be an
intelligent self-closed learning format where cultural contents, human
interaction and AI-engineered adaptive processes will constantly inform each
other. At the first layer, there are inter-connecting layers, the Cultural
Knowledge Layer, the AI Intelligence Layer, the Game Interaction Layer, the
Assessment and Analytics Layer and the Ethical Governance Layer. All these
layers together can ensure that folk traditions are not merely digitalized, but
redesigned in the shape of modular learning of adaptive and experience type. It
is a cloud-enabled and scalable system, which with the help of a web, mobile
and immersive platform can be deployed without compromising the effectiveness
of being responsive at any time. The depth design is most modular in that other
traditions, languages or rules of play may be added without impacting the
underlying structure. Figure 1
Figure 1
Architecture of the
AI-Driven Game Framework for Safeguarding and Teaching Folk Traditions. 3.2. Core Architectural Modules 1) Cultural
Knowledge Engine The Knowledge
Engine of Cultural can be seen as the cultural mythological storage of
systematic folk material. Through ontological-based representation, it converts
the traditional stories, rituals, dance forms, music rhythms, I craft process,
symbolic forms, and moral teachings to an executable machine
readable form. The cultural factors are characterized by the contextual
met-data of region and history and origin, language, social purpose and
performance regulation. This is an encoded and structured format that ensures
authenticity and numerical adaptability. The engine is
based on the modularization of folk traditions into discrete, but
interconnected components of knowledge that allow AI systems to assemble
culturally-coherent missions and storytelling dynamically. Unlike passive
collections that are digital-only, this engine can support intelligent
recombination of content such that any given gameplay session can result in
particular though culturally uniform learning experiences. 2) AI
Adaptation Engine The AI Adaptation
Engine is the basic layer of AI but takes care of personalization, working on
the dynamism of the gameplay. It records the interactions of the players i.e.,
accuracy of response, the patterns of decision, speed of response, frequency of
interaction and conversation behaviour. The system constructs active profile of
learners grounded on player modeling techniques which
exemplify ranges of knowledge, cultural acclimatises and the inclinations of
the learner as regards to interactional patterns. Reinforcement
learning algorithms have the ability to add mission complexity and mission
progressions since it decreases the mission cognitive challenge.
Simultaneously, the procedural content generation systems are maximized or
adjusted according to the learning progress of a learner through altering
narrative and quest. Natural Language Processing modules also enable one to
carry out conversational exchanges with AI-driven cultural personalities and
actually mimics the oral storytelling tradition. Such a continuous adaptational
process can offer the engine the assured involvement, gradual education, and an
individual cultural imbibing. 3) Gameplay
Mechanics Module Interactive
experiences are what render the encoded cultural knowledge to Gameplay
Mechanics Module. This is where this module applies no generic elements in
gamification but it applies them carefully so as to discover folklore-oriented
organization and correlate the gameplay with it. Examples are narrative
questing which self-reflects mythological narrative frames, rhythm-based
challenges which self-reflects traditional music, gesture recognition which
self-reflects the art of dancing and simulation-based crafting modules which
self-reflects the art of artisanship. Their role-playing scenarios allow the
learners to engage in culturally (or with some cultural) and value-based
choices and make the decisions which are in harmony with the traditional
ethics. This design school of thought ensures that there is a respectful
alteration and not trivialization of the cultural aspects. The system further
enhances genuineness of the practices in the world of folklore making it
accessible in the digital reality because it makes sure that the mechanics of
the practice do not change at all compared to how they are in the real world. 4) User
Interaction and Interface Layer Interaction with
the learners will be done via the Interface Layer and User Interaction where
the learners will have the immersive front-end usage of the system. It is both
a blend of avatar-based culture characters, extremely visual narrative
settings, and real-time dialog systems and real-time feedback dashboard
systems. This interface is designed in a way that it is easy to use and
accessible to individuals who belong to various age groups and cultural groups.
It is more general and visible with the help of multilingual support and
assistive visual cues and hints make the new learners feel not overloaded and
guided. The conversational interfaces that can be triggered by NLP allow the
players to speak to the virtual cultural mentors that make the game seem more
realistic and immersive. It is a beauty surface layer that enables relevance of
the participation to be fulfilling and interesting because of the balance
between aesthetics genuineness and values of utilization. 5) Assessment
and Feedback Module The Assessment
and Feedback Module is used to measure both the cultural appreciation measures
and cognitive learning outcomes. This module is founded on multidimensional
assessment requirements compared with the conventional education systems where
the information recall is the only relevant measure of knowledge performance,
as they possess accuracy in skill performance, narrative understanding, moral
decision analysis, engagement consistency measure, and cultural awareness
measure. Live analytical reports track the progress of the learner in form of a
dashboard and as a performance summary. The feedback is active and provided on
time and it highlights the action one is taking and provides constructive
feedback to help in doing it better. The framework balances to make the
education engaging and at the same time, its learning value can be evaluated by
the use of assessment as a game play instead of the assessment that will be
conducted upon completion of the test. 3.2. Data Flow and Adaptive Pipeline The architecture
operates in an operating adaptive pipeline. The Cultural Knowledge Engine makes
initial announcements to the AI Adaptation Engine that generates personalized
missions and storylines. The module of learner participates in the gameplay modules
and behaviour data streams are real time. It gets into the system of player modeling that maintains the profile of a learner. Based on
this new profile, the AI engine modifies the level of difficulty, storyline and
feedback plans. This loop in itself becomes a self refining
system and it also evolves as the learner evolves. The adaptive cycle also
makes sure that there is maintenance of the level of engagement and learning
with time. 3.3. Ethical AI Governance Layer Given that folk
traditions can be viewed as quite cultural, an independent Ethical AI
Governance Layer will be imposed on the architecture. This layer advantageous
guarantees the authentication of authenticity, bias detection, and responsible
content transformation. The marked and guarded aspects are quite considerable
sacred practices or aspects, which are cultural taboos that principle indecent
gamifying. Generative AI outputs are also tested on cultural sensitivity to
ensure that they are not manipulated and misunderstood. Additionally, the
explainable AI processes would be applicable to provide insight into the
adaptive decision-making in the system and therefore educators and cultural
specialists would be able to audit actions of such systems. Full ethical
adherence is also promoted through the involvement of the community in the
validation of the content. This system of governance is in such a way that
technological innovation is given the freedom to operate within the acceptable
cultural boundaries. 3.4. Scalability and Deployment Considerations The basic concepts that are incorporated into the
framework are scalability and extensibility. Microservice-based architecture
facilitates the autonomous functioning of AI units, knowledge engines, and
analytics services and aligns in terms of communication. The migration to the
cloud is employed to ensure the real-time data processing, and integration with
a variety of devices, including web, mobile, and immersive, e.g., the ones in
an AR/VR environment. It also is modular and folk traditions and languages can
be added with ease along with variations of the gameplay. Furthermore, a
contribution system of the cultural artefacts made possible by communities will
ensure that the practitioners in the culture are able to add more knowledge to
the existing knowledge subjected to validation steps. This scalability can be
depended upon to enable the system to be made a sustainable digital heritage
ecosystem in the long run. 4. Evaluation and Comparative Analysis Table 2 presents the
performance of the control group (traditional learning) and the experimental
one (AI Game Framework) in terms of the main evaluation metrics. The two groups
were initially matched on equal footing as they had equal pre-test marks.
Nevertheless, the experimental group scored much higher in post-test and almost
twice the normalized learning, which means that the group learned better. The
degree of engagement, cultural awareness, and the accuracy of tasks to be
completed was also significantly greater in the system based on AI. The
voluntary replay rate was also significantly higher, which is indicative of
higher intrinsic motivation and continuing interest. In general, the table
clearly shows that the AI-powered adaptive game system is more efficient in
terms of cognitive learning, interaction, and appreciation of culture than the
traditional teaching. Table 2
Figure 2 presents the performance of the control group (traditional learning) and the experimental one (AI Game Framewaork) in terms of the main evaluation metrics. The two groups were initially matched on equal footing as they had equal pre-test marks. Nevertheless, the experimental group scored much higher in post-test and almost twice the normalized learning, which means that the group learned better. The degree of engagement, cultural awareness, and the accuracy of tasks to be completed was also significantly greater in the system based on AI. The voluntary replay rate was also significantly higher, which is indicative of higher intrinsic motivation and continuing interest. In general, the table clearly shows that the AI-powered adaptive game system is more efficient in terms of cognitive learning, interaction, and appreciation of culture than the traditional teaching. Figure
2
Figure 2 Comparative Performance Metrics Between Traditional Learning and AI Game Framework 5. Challenges, Ethical Considerations, and Limitations In spite of the promising outcomes of the given AI Game Framework that demonstrate the method of folk tradition preservation and education, there are numerous technical, cultural, and ethical aspects that should be listed. Artificial intelligence and culturally sensitive knowledge systems would require the complexities that extend beyond the classic educational technology design Coalescence, in this regard. Some of the key challenges, ethics and limitations within the framework are brought up in this segment. 1) Cultural
Authenticity and Representation Challenges The important
challenge in this respect is to precisely encode the folk traditions into the
methods of calculation and simultaneously not to destroy the richness of the
context of folk traditions. Folk knowledge is extremely cultivated in the
social practices, social rituals and first
hand experience that is difficult to isolate and translate into
any forms of structured data. When such traditions become more accessible to
play with, on the one hand they will lead to oversimplification, and on the
other hand to the symbolic feebleness of these ideas. Along with this, certain rituals and practices may be sacral or limited to people within communities. Their identity may be degraded due to the efforts of trying to turn them into interactive online activities. This is the reason it is essential to continue collaborating with experts in culture and fields of expertise to legitimize a piece of encoded information and uphold its authenticity. 2) Ethical
Risks in Generative AI The important
challenge in this respect is to precisely encode the folk traditions into the
methods of calculation and simultaneously not to destroy the richness of the
context of folk traditions. Folk knowledge is extremely cultivated in the
social practices, social rituals and first
hand experience that is difficult to isolate and translate into
any forms of structured data. When such traditions become more accessible to
play with, on the one hand they will lead to oversimplification, and on the
other hand to the symbolic feebleness of these ideas. Along with this, certain rituals and practices may be sacral or limited to people within communities. Their identity may be degraded due to the efforts of trying to turn them into interactive online activities. This is the reason it is essential to continue collaborating with experts in culture and fields of expertise to legitimize a piece of encoded information and uphold its authenticity. 3) Over-Gamification
and Cultural Sensitivity The important
challenge in this respect is to precisely encode the folk traditions into the
methods of calculation and simultaneously not to destroy the richness of the
context of folk traditions. Folk knowledge is extremely cultivated in the
social practices, social rituals and first
hand experience that is difficult to isolate and translate into
any forms of structured data. When such traditions become more accessible to
play with, on the one hand they will lead to oversimplification, and on the
other hand to the symbolic feebleness of these ideas. Along with this, certain rituals and practices may be sacral or limited to people within communities. Their identity may be degraded due to the efforts of trying to turn them into interactive online activities. This is the reason it is essential to continue collaborating with experts in culture and fields of expertise to legitimize a piece of encoded information and uphold its authenticity. 4) Data
Scarcity and Knowledge Digitization The important challenge in this respect is to precisely encode the folk traditions into the methods of calculation and simultaneously not to destroy the richness of the context of folk traditions. Folk knowledge is extremely cultivated in the social practices, social rituals and first hand experience that is difficult to isolate and translate into any forms of structured data. When such traditions become more accessible to play with, on the one hand they will lead to oversimplification, and on the other hand to the symbolic feebleness of these ideas. Despite these challenges, the proposed AI Game Framework will be ground breaking in terms of integrating versatile intuition together with cultural conservation. In order to be a responsible deployer, it is countable to challenge the issue of authenticity, prejudice, scalability, and ethical government. It is possible to expect changes that are focused on enriching the mechanisms of generative control, growing datasets through participatory digitization, and longitudinal cross-cultural testing in the future. 6. Conclusion and Future Work The paper introduced a Game Framework, a folk culture protection and education system, which is rooted in artificial intelligence, and a play-based knowledge is the basis of this study. On top of the rotting aspect that involves handing over cultural heritage to digitalization, the details of cultural knowledge representation, intelligent adaptation, and the possibility to experience the gameplay and ethical control are included in one system. The core reason to believe was that the cultural preservation has to go beyond the non-progressive digital archiving to interactive and participatory and personalized learning systems. This architecture is a combination of structured Cultural Knowledge Engine and adaptive gameplay that can be solely controlled through reinforcement learning, multidimensional assessment analytics; Natural Language Processing-based storytelling, and structured Cultural Knowledge Engine. The system ensures the authenticity of the folk traditions by creaming the folk traditions in the modules of ontology and achieving a level of computation flexibility. Adaptive engine varies narrative paths and difficulty of missions and feedback strategies as well based on real-time model of the player. This individualism enhances dynamism, circumvents mental overload and enables lifelong learning. The prototype application and analysis comparison demonstrated that some aspects of improvement were evident in the areas of knowledge retention, cultural awareness and engagement of learners in the endeavours to make the comparison between the notion and the conventional instructional methodologies. People who interacted with the AI-driven framework had a superior story recall as well as a superior understanding of context and attachment to cultural content. The mix between the gesture-based and rhythmic based activities as well facilitated the experience-based learning that proved the utility of defining folk traditions as the components of the immersive gameplay. Interestingly, the framework is concerned with ethical AI. All the processes of cultural sensitivity filters, ontology-based validation and community involvement ensure that technological change does not bias authenticity or symbolic integrity. The system balances innovation and responsibility too since the cultural heritage must be approached with cautious approach to digital stewardship.
CONFLICT OF INTERESTS None. ACKNOWLEDGMENTS None. REFERENCES Annetta, L. A. (2010). The “I’s” have it: A Framework for Serious Educational Game Design. Review of General Psychology, 14(2), 105–113. https://doi.org/10.1037/a0018985 Boykin, A., Evmenova, A. S., Regan, K., and Mastropieri, M. (2019). The Impact of a Computer-Based Graphic Organizer with Embedded Self-Regulated Learning Strategies on the Argumentative Writing of Students in Inclusive Cross-Curricula Settings. Computers and Education, 137, 78–90. https://doi.org/10.1016/j.compedu.2019.03.008 Ciampa, K., Wolfe, Z., and Hensley, M. (2025). From Entry to Transformation: Exploring AI Integration in Teachers’ K-12 Assessment Practices. Technology, Pedagogy and Education, 34(2), 141–160. https://doi.org/10.1080/1475939X.2024.2413378 Clark, D. B., Tanner-Smith, E. E., and Killingsworth, S. S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065 Desai, A. N., and Mistry, K. R. (2025). Creative Resistance: Artistic Identity as a Catalyst for Educational Resilience Among Mumbai Slum Youth. Journal of Urban Education and Sociology, 42(1), 88–105. Evmenova, A. S., Borup, J., and Shin, J. (2024). Harnessing the Power of Generative AI to Support All Learners. Techtrends, 68, 830–831. https://doi.org/10.1007/s11528-024-00966-x Evmenova, A. S., Regan, K., Mergen, R., and Hrisseh, R. (2024). Improving Writing Feedback for Struggling Writers: Generative AI to the Rescue? TechTrends, 68, 790–802. https://doi.org/10.1007/s11528-024-00965-y Geyer, A., et al. (2022). Differentially Private Federated learning: A Client Level Perspective. IEEE Transactions on Mobile Computing, 21(4), 1461–1473. https://doi.org/10.1109/TMC.2020.3037920 Gourikeremath, G., & Hiremath, R. (2025). Institutional Repositories in Karnataka Universities: Status Assessment, AI-Assisted Framework Development and Future Research Directions. ShodhAI: Journal of Artificial Intelligence, 2(1), 63–75. https://doi.org/10.29121/shodhai.v2.i1.2025.48 Holmes, J. H., et al. (2021). Ethical and Regulatory Considerations in the Use of Machine Learning for Health Care. The Lancet Digital Health, 3(8), e475–e482. Ithurbide, C., Bouquillion, P., Parthasarathi, V., and Sneha, P. P. (2023). Introduction: Platform Challenges to Creative Industries in India. Contemporary South Asia, 31(2), 268–275. https://doi.org/10.1080/09584935.2023.2203904 Jagodzinski, J. (2024). The Significance of Art Education for the Post-Anthropocene: Non-Philosophy in a Newer Key. International Journal of Art and Design Education, 43(3), 478–492. https://doi.org/10.1111/jade.12518 Jurriëns, E. (2019). The Countryside in Indonesian Contemporary Art and Media: From Distant Horizons to Traversing Drones. Bijdragen Tot De Taal-, Land- En Volkenkunde, 175(4), 446–473. https://doi.org/10.1163/22134379-17502023 Kane, C. L. (2010). “Programming the Beautiful”: Informatic Color and Aesthetic Transformations in Early Computer Art. Theory, Culture and Society, 27(1), 73–93. https://doi.org/10.1177/0263276409350359 Kanwal, A., et al. (2022). Exploring New Drug Targets for Type 2 Diabetes: Success, Challenges and Opportunities. Biomedicines, 10(2). https://doi.org/10.3390/biomedicines10020331 Kim, J., and Chung, Y. J. (2023). A Case Study of Group art Therapy Using Digital Media for Adolescents with Intellectual Disabilities. Frontiers in Psychiatry, 14. https://doi.org/10.3389/fpsyt.2023.1172079 Lankshear, C., and Knobel, M. (2015). Digital Literacy and Digital Literacies: Policy, Pedagogy and Research Considerations for Education. Nordic Journal of Digital Literacy, 10, 8–20. https://doi.org/10.18261/ISSN1891-943X-2015-Jubileumsnummer-02 Marino, M. T., Vasquez, E., Dieker, L., Basham, J., and Blackorby, J. (2023). The Future of Artificial Intelligence in Special Education Technology. Journal of Special Education Technology, 38(3), 404–416. https://doi.org/10.1177/01626434231165977 Musale, M. (2025). The Importance of Succession Planning in Talent Retention: Developing Future Leaders Within the Organization. International Journal on Research and Development – A Management Review, 14(1), 146–148. https://doi.org/10.65521/ijrdmr.v14i1.311
© ShodhKosh 2026. All Rights Reserved. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||