Abstract and keywords
Abstract:
The article proposes a model for assessing a reader’s digital footprint in a gamified educational environment. The framework integrates active and passive data and includes performance, behavioral, and psycho-emotional indicators to construct a dynamic learner profile and enable adaptive personalization. Methodological limitations, algorithmic bias, and ethical considerations are discussed. The study emphasizes the need for empirical validation and explainable models.

Keywords:
digital footprint, adaptive learning, learning analytics, gamification, personalization, algorithmic bias
References

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