АLGORITHMS FOR DETECTION AND PREVENTION OF MANIPULATIONS IN GAMIFIED EDUCATIONAL ENVIRONMENTS
DOI:
https://doi.org/10.32689/maup.it.2025.2.22Keywords:
educational digital platform, gamification, farming, Local Outlier Factor (LOF), neural network, graph model.Abstract
Gamification of educational platforms, incorporating points, achievements, and leaderboards, has proven effective in enhancing student motivation and engagement. However, the focus on extrinsic rewards introduces vulnerabilities, notably the phenomenon of farming, where users obtain rewards without genuine knowledge acquisition. This article proposes an algorithmic approach to detect and prevent farming in gamified educational environments.Objective. research and development of algorithms for detecting and preventing pharming in gamified educational environments using artificial intelligence methods. The tasks include formalizing the system, analyzing user behavior, and creating adaptive correction mechanisms.Methodology. The research methodology relies on constructing a graph-based model of user activity within a gamified educational system. Anomalous patterns are identified using the DBSCAN clustering algorithm and Local Outlier Factor (LOF) for anomaly detection. Adaptive behavioral correction is implemented through Q-learning, enabling the preservation of user motivation without intrusive interventions. The algorithm is periodically retrained based on new data, adapting to changes in user behavior.The solution architecture integrates activity graph construction, DBSCAN clustering, LOF-based anomaly detection, and adaptive reward system correction via reinforcement learning (Q-learning). The proposed approach achieves up to 95 % detection of anomalous patterns with a minimal false-positive rate. Particular emphasis is placed on soft correction–a flexible adaptation mechanism that maintains student motivation during evaluation interventions.Scientific Novelty. The novelty of the research lies in the adaptation of cybersecurity methods to the context of educational analytics, the development of algorithms for detecting and preventing pharming for gamified educational applications using artificial intelligence with the subsequent use of neural networks (RNN, transformers) to predict manipulations and implement personalized correction strategies based on user profiles.Conclusion. The proposed solution represents a significant step toward creating more ethical, transparent, and reliable gamified learning systems. The findings can be applied to develop next-generation gamified platforms that combine adaptability, resilience to manipulation, and high-quality collection and interpretation of educational data.
References
Aldea A., Sima V. Gamification in education: A systematic review of motivational theories and game mechanics. Education Sciences. 2021. Vol. 11, No. 8. P. 423.
Breunig M., Kelly R., Mathis R., Kriegel H. P. LOF: Identifying density-based local outliers in big data. Data Mining and Knowledge Discovery. 2020. Vol. 34, No. 5. P. 1423–1456.
Deterding S., Dixon D., Khaled R., Nacke L. From game design elements to gamefulness: Defining gamification. International Journal of Human-Computer Studies. 2021. Vol. 147. Article 102614.
Gleich D. F. PageRank beyond the web: Applications in network analysis. SIAM Review. 2021. Vol. 63, No. 3. P. 489–516.
Kaelbling L. P., Littman M. L., Moore A. W. Reinforcement learning: A survey. Journal of Artificial Intelligence Research. 2020. Vol. 69. P. 1245–1288.
Koivisto J., Hamari J. The rise of motivational information systems: A review of gamification research. International Journal of Information Management. 2019. Vol. 45. P. 191–210.
Lakhno V. A., Kasatkin D. Y., Skliarenko O. V., Kolodinska Y. O. Modeling and Optimization of Discrete Evolutionary Systems of Information Security Management in a Random Environment. Machine Learning and Autonomous Systems. Singapore: Springer. Smart Innovation, Systems and Technologies. 2022. Vol. 269. P. 9–22.
Mnih V., Kavukcuoglu K., Silver D. та ін. Deep reinforcement learning: Advances and challenges. Nature Machine Intelligence. 2023. Vol. 5, No. 2. P. 112–124.
Скляренко О., Покидько Д. Методологія розробки навчальних цифрових ресурсів у вигляді онлайн ігор. Кібербезпека: освіта, наука, техніка. 2023. № 2(22). С. 249–256.
Яровий Р., Улічев О., Скляренко О., Пашорін В. Моделювання мультиагентних систем захисту інформаційних ресурсів. Вісник Хмельницького національного університету. Технічні науки. 2024. № 337(3(2)). С. 278–284.







