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Paper ID:IJSREM63309

Civic Circuit: A Gamified Platform for Learning the Indian Constitution

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM63309

Volume:

10 |

5 |

May 2026

Pages:

1-5

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM63309

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

SSP

Swapnil Sunil Patil

Computer Science and Engineering (Data Science)

D.Y. Patil College of Engineering & Technology, Kasaba Bawada, Kolhapur

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PVP

Pranav Vilas Parit

Computer Science and Engineering (Data Science)

D.Y. Patil College of Engineering & Technology, Kasaba Bawada, Kolhapur

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ARM

Ansh Ravindra Motghare

Computer Science and Engineering (Data Science)

D.Y. Patil College of Engineering & Technology, Kasaba Bawada, Kolhapur

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PTP

Pruthviraj Tanaji Patil

Computer Science and Engineering (Data Science)

D.Y. Patil College of Engineering & Technology, Kasaba Bawada, Kolhapur

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Mentors

MSST

Mrs. S. S. Takmare

Computer Science and Engineering (Data Science)

D.Y. Patil College of Engineering & Technology, Kasaba Bawada, Kolhapur

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Abstract

Civic education plays a critical role in fostering informed and responsible citizens in a democratic society. How- ever, the complexity of constitutional language and the reliance on traditional teaching approaches often make it difficult for learners to fully understand civic principles. This paper presents Civic Circuit, a gamified digital learning platform designed to simplify and enhance the learning experience of the Indian Constitution. The proposed system integrates educational content with interactive quizzes, scenario-based learning, and reward- driven engagement mechanisms. By combining principles of gamification with modern web technologies, the platform aims to improve learner motivation, engagement, and long-term knowl- edge retention.

KEYWORDS

Index Terms—Gamification Civic Education Indian Constitu- tion Interactive Learning Digital Education

Cite This Article

Swapnil Sunil Patil, Pranav Vilas Parit, Ansh Ravindra Motghare, Pruthviraj Tanaji Patil, Mrs. S. S. Takmare, "Civic Circuit: A Gamified Platform for Learning the Indian Constitution," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 5, pp. 1-5, May 2026. https://doi.org/10.55041/IJSREM63309

Full Article/Conclusion

This research presented Civic Circuit, a gamified digital learning platform designed to improve the understanding of constitutional concepts through interactive educational experi- ences. The system was developed to address the limitations of traditional civic education methods by integrating educational content with interactive quizzes, reward mechanisms, and scenario-based learning activities. The findings demonstrate that the use of gamification techniques can significantly enhance learner engagement and motivation. By transforming civic education into an interactive experience, the platform encourages users to actively explore constitutional topics and apply their knowledge in practical situations. The evaluation results also indicate that gamified learning environments can support deeper conceptual understanding and improve knowledge retention. Through quizzes, feedback mechanisms, and scenario-based challenges, learners are able to reinforce their understanding of democratic principles and civic responsibilities.

References

[1]     M. Jaskulska et al., “Gamification as a tool for civic education,” 21st Century Pedagogy, 2020. [2]     H. Pallathadka and L. Pallathadka, “Gamification in higher education,” AIP Conference Proceedings, 2023. [3]     S. A. Subaveerapandiyan et al., “Exploring the role of gamification in education,” arXiv, 2025. [4]     K. Werbach and D. Hunter, “For the Win: How Game Thinking Can Revolutionize Your Business,” Wharton Digital Press, 2012. [5]     S. Deterding et al., “From Game Design Elements to Gamefulness,” MindTrek Conference, 2011. [6]     J. Hamari et al., “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification,” Hawaii International Conference on System Sciences, 2014. [7]     K. M. Kapp, “The Gamification of Learning and Instruc- tion,” Pfeiffer Publishing, 2012. [8]     D. F. Davis, “Perceived usefulness, perceived ease of use, and user acceptance of information technology,” MIS Quarterly, 1989. [9]     R. M. Ryan and E. L. Deci, “Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions,” Contemporary Educational Psychology, 2000. [10]    L. Johnson, S. Adams Becker, M. Cummins, V. Estrada, A. Freeman, and C. Hall, “NMC Horizon Report: 2016 Higher Education Edition,” The New Media Consortium, 2016.

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Publication Date

5/16/2026

Peer Review Type

Double-Blind Peer Review

Review Rounds: 2

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