Software Engineering Framework for User Experience and Interaction Mechanics in Web Based Systems: A Systematic Literature Review
DOI:
https://doi.org/10.53591/easi.V3i2.3105Keywords:
Software Engineering, User Experience (UX), Quality of Service (QoS), Education 4.0, PRISMA, Service Oriented ArchitectureAbstract
The technical implementation of Education 4.0 requires scalable software architectures capable of managing high-concurrency data flows without compromising performance. Guided by the PRISMA 2020 protocol, this Systematic Literature Review (SLR) analyzes a total corpus of 52 documents to evaluate interaction mechanics not as pedagogical tools, but as functional engineering requirements. Results from the 47 primary studies indicate that Quality of Service (QoS) parameters, specifically system stability and latency, are significant predictors of user retention, outweighing instructional design. It is concluded that the adoption of Service-Oriented Architectures (SOA) is essential to enable the modular, interoperable, and efficient integration of these mechanics within web-based platforms.
References
Agbo, B., et al. (2024). A systematic literature review on software applications used to support curriculum development and delivery in primary and secondary education. International Journal of Educational Research Open, 7, 100385. https://doi.org/10.1016/j.ijedro.2024.100385
Alamari, J., & Chow, C. E. (2021). A proposed design for cross platform applications using web technologies. International Journal of Computer Applications, 174. https://doi.org/10.5120/ijca2021921220
Aldalur, I., & Pérez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9. https://doi.org/10.1016/j.heliyon.2023.e13135
Al-Hail, M., et al. (2023). University students’ and educators’ perceptions on the use of digital and social media platforms. iScience, 26. https://doi.org/10.1016/j.isci.2023.107322
Alrashedi, N., et al. (2024). The effects of gamified platforms on enhancing learners’ ambition. Journal of Ecohumanism. https://doi.org/10.62754/joe.v3i8.5004
Alsadoon, E., et al. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8. https://doi.org/10.1016/j.heliyon.2022.e10249
Astuti, E., & Yusdita, E. E. (2024). A holistic success model for e-learning implementation in higher education. Cogent Education, 11. https://doi.org/10.1080/2331186x.2024.2431948
Calles-Esteban, F., et al. (2024). Influence of gamification on the commitment of the students of a programming course. Applied Sciences. https://doi.org/10.3390/app14083475
Campoverde-Molina, M., Luján-Mora, S., & Valverde, L. (2021). Systematic literature review on software architecture of educational websites. IET Software, 15(4), 239–259. https://doi.org/10.1049/sfw2.12024
Cespón, M. T., & Toyos, P. B. (2025). An example of gamification for pre-service teachers in online higher education. Digital Education Review. https://doi.org/10.1344/der.2025.46.1-14
Chung, C.-H., & Pan, H. (2023). Assessing the effects of flow, social interaction, and engagement on students’ gamified learning. Sustainability. https://doi.org/10.3390/su15020983
Criollo-C, S., et al. (2023). Towards the integration of emerging technologies as support for the teaching and learning model in higher education. Sustainability, 15, 6055. https://doi.org/10.3390/su15076055
Dapena, A., et al. (2022). Moving to e-service learning in higher education. Applied Sciences. https://doi.org/10.3390/app12115462
Duggal, K., et al. (2021). Gamification and machine learning inspired approach for classroom engagement and learning. Mathematical Problems in Engineering. https://doi.org/10.1155/2021/9922775
Fırat, E. A., & Fırat, S. (2020). Web 3.0 in learning environments: A systematic review. Turkish Online Journal of Distance Education, 22. https://doi.org/10.17718/tojde.849898
Guo, M. (2024). The influence of educational and emotional support on e-learning continuance intention: A two-stage approach PLS-SEM and ANN analysis. SAGE Open, 14. https://doi.org/10.1177/21582440241280793
Gurban, M. A., & Almogren, A. S. (2022). Students’ actual use of e-learning in higher education during the covid-19 pandemic. SAGE Open, 12. https://doi.org/10.1177/21582440221091250
Imran, H. (2022). An empirical investigation of the different levels of gamification. Journal of Educational Computing Research, 61. https://doi.org/10.1177/07356331221144074
Ion, T.-C., & Popescu, E. (2025). An innovative distance learning platform for mathematics education in secondary schools. Education and Information Technologies, 30. https://doi.org/10.1007/s10639-024-13040-z
Jaimez-González, C. R., & Castillo-Cortes, M. (2020). Web application to support the learning of programming through graphic visualization. International Journal of Emerging Technologies in Learning (iJET), 15. https://doi.org/10.3991/ijet.v15i06.12157
James, W., et al. (2024). Improving retention while enhancing student engagement and learning outcomes using gamified mobile technology. Accounting Education, 34, 366–386. https://doi.org/10.1080/09639284.2024.2326009
Jaramillo-Mediavilla, L., et al. (2024). Impact of gamification on motivation and academic performance. Education Sciences. https://doi.org/10.3390/educsci14060639
Khaldi, A., et al. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10. https://doi.org/10.1186/s40561-023-00227-z
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
Kumar, A., et al. (2021). Blended learning tools and practices: A comprehensive analysis. IEEE Access, 9. https://doi.org/10.1109/access.2021.3085844
Kumar, C., et al. (2024). Digital distractions during blended learning and its negative repercussions. Asian Association of Open Universities Journal. https://doi.org/10.1108/aaouj-02-2023-0024
Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of gamification on students’ learning outcomes and academic performance: A longitudinal study. Education Sciences, 14. https://doi.org/10.3390/educsci14040367
Li, J. (2021). Design, implementation, and evaluation of online english learning platforms. Wireless Communications and Mobile Computing. https://doi.org/10.1155/2021/5549782
Li, L., et al. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency. Educational Technology Research and Development, 72, 765–796. https://doi.org/10.1007/s11423-023-10337-7
Li, X., et al. (2022). Using gamification to facilitate students’ self-regulation in e-learning. Sustainability. https://doi.org/10.3390/su14127008
Liu, Y., et al. (2022). Online homework intelligent platform based on self-regulated learning (srl). Sustainability. https://doi.org/10.3390/su142416904
Luo, J. (2024). Validating the impact of gamified technology-enhanced learning environments. Frontiers in Education. https://doi.org/10.3389/feduc.2024.1429452
Ma, H., & Li, J. (2021). An innovative method for digital media education based on mobile internet technology. International Journal of Emerging Technologies in Learning (iJET), 16. https://doi.org/10.3991/ijet.v16i13.24037
Martín-Sómer, M., et al. (2024). Utilising interactive applications as educational tools in higher education. Education for Chemical Engineers, 46. https://doi.org/10.1016/j.ece.2023.10.001
Meng, C., et al. (2024). Investigating the impact of gamification components on online learners’ engagement. Smart Learning Environments, 11. https://doi.org/10.1186/s40561-024-00336-3
Mengstie, M., et al. (2023). Unpacking the equity of accessing the digital library for school students in ethiopia. Cogent Education, 10. https://doi.org/10.1080/2331186x.2023.2253052
Muslem, A., et al. (2024). The correlation between the use of online learning platforms and undergraduate students’ self-efficacy. Journal of Language and Education. https://doi.org/10.17323/jle.2024.17606
Nguyên, L. T., et al. (2023). Digital learning ecosystem for classroom teaching in thailand high schools. SAGE Open, 13. https://doi.org/10.1177/21582440231158303
Ojonuba, S. E., et al. (2025). Enhancing web development education with game-based and gamification learning. IEEE Access, 13. https://doi.org/10.1109/ACCESS.2025.3595510
Orovwode, H., et al. (2024). A machine learning-driven web application for sign language learning. Frontiers in Artificial Intelligence, 7. https://doi.org/10.3389/frai.2024.1297347
Ozcinar, Z., et al. (2020). Student’s perception of web 2.0 tools and educational applications. International Journal of Emerging Technologies in Learning (iJET), 15. https://doi.org/10.3991/ijet.v15i23.19065
Page, M. J., et al. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ, 372. https://doi.org/10.1136/bmj.n71
Park, S., & Kim, S. (2021). Is sustainable online learning possible with gamification? Sustainability. https://doi.org/10.3390/su13084267
Parody, L., et al. (2022). Gamification in engineering education: The use of classcraft platform. Applied Sciences. https://doi.org/10.3390/app122211832
Ramos-Galarza, C., et al. (2023). Evaluation of online learning platforms in latin america. Emerging Science Journal. https://doi.org/10.28991/esj-2022-sied-018
Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student’s motivation in high school and higher education. Heliyon, 9. https://doi.org/10.1016/j.heliyon.2023.e19033
Shurygin, V., et al. (2021). Learning management systems in academic and corporate distance education. International Journal of Emerging Technologies in Learning (iJET), 16. https://doi.org/10.3991/ijet.v16i11.20701
Soria-Barreto, K., et al. (2021). University students intention to continue using online learning tools and technologies. Sustainability, 13. https://doi.org/10.3390/su132413813
Sumi, R. S., & Kabir, G. (2021). Satisfaction of e-learners with electronic learning service quality using the SERVQUAL model. Journal of Open Innovation: Technology, Market, and Complexity, 7(4), 227. https://doi.org/10.3390/joitmc7040227
Van Herpen, S. G. A., et al. (2020). A head start in higher education: interaction, sense of belonging, and academic performance. Studies in Higher Education, 45. https://doi.org/10.1080/03075079.2019.1572088
Wolniak, R., & Stecuła, K. (2024). Evaluation of quality of innovative e-learning in higher education: An insight from poland. Applied System Innovation, 7. https://doi.org/10.3390/asi7060109
Zhang, H., & Li, F. (2024). The multidimensional influence structure of college students’ online gamified learning engagement. Heliyon, 10. https://doi.org/10.1016/j.heliyon.2024.e36485
Published
Issue
Section
License
Copyright (c) 2026 Rafael Lara Alvear, PhD. Fausto Salazar

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Contributions published in the EASI journal follow the open access license CC BY-NC-ND 4.0 (Creative Commons Attribution-NonCommercial-NoDerivs 4.0). This license empowers you as an author and ensures wide dissemination of your research while still protecting your rights.
For authors:
- Authors retain copyrights without restrictions according to CC BY-NC-ND 4.0 license.
- The journal obtains a license to publish the first original manuscript.
For readers/users:
Free access and distribution: Anyone can access, download, copy, print, and share the published article freely according to the license CC BY-NC-ND 4.0 terms.
Attribution required: If any third party use the published material, they must give credit to the creator by providing the name, article title, and journal name, ensuring the intellectual property of the author(s), and helping to build the scholarly reputation.
Non-commercial use: only noncommercial use of the published work is permitted. Noncommercial means not primarily intended for or directed towards commercial advantage or monetary compensation by any third party.
No modifications allowed: The content of the published article cannot be changed, remixed, or rebuilt upon the author’s work. This ensures the integrity and accuracy of the research findings.







