AU - Noseir, Inas Fouad AU - Ahmed, Essam Abo el Kasem AU - Anwar, Ahmed Saadeldin AB - The evolution of the internet has changed the nature of everything surrounding our life; the e-learning is considered the most important product resulting from this evolution, the changing from traditional learning (face to face or instructor-based) to e-learning become an urgent necessity that could be done any time any place. To achieve this goal the learners must not treated by the same way according their differences in educational level, behaviours, previous skills and ability to acquire knowledge. Learners’ behaviour identification and actions they perform is an important issue to improve learning process effectiveness and save time. Indeed, providing learners with learning resources and activities suit their preferences and their own way to acquire knowledge lead to increase their satisfaction and engagement. Since the e-learning adopting the idea of self learning, the student become independent and has opportunity to join any material from any place and time, but somehow he become isolated and lose his competitors in traditional learning, so there are some problems arise concerning this issue which are: motivation and engagement. These problems could be solved using Gamification technique or Gamified e-learning to increase learners’ engagement, improve creativity and create an environment in which the student enjoys learning process. Also the assessment apparently considered one of the most important issues; it must be accurate and reflect the real student progress (interacting, performance, engagement and grades) to provide him with a suitable reward to keep him engaged and motivated. So I propose an approach that integrates soft computing software with Gamification technique to classify learners according to their actions or behaviours, also helps learning system to be adaptive to improve the students’ engagement and motivation. (Published abstract) http://search.shamaa.org/abstract_en.gif OP - pp. 57-88 T1 - Gamified e-learning system for improving student engagement in higher education [Article]