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Gamification elements and student engagement in higher education using fuzzy DEMATEL analysis
Xiaoyan Wang1,2, Huizong Li3,4, Anfeng Xu3,4
1School of Artificial Intelligence and Software Engineering, Nanyang Normal University, Nanyang, 473061, Henan, China. wangxiaoyan_1981@126.com.
Scientific Reports
|May 28, 2026
Summary
Feedback is the primary driver in gamified learning, significantly influencing competition and rewards. This understanding helps educators design better strategies to boost student engagement and academic success in higher education.
Area of Science:
- Educational Technology
- Learning Sciences
- Higher Education Pedagogy
Background:
- Student engagement and learning outcomes in higher education are complex and influenced by gamification elements.
- The precise causal relationships between gamification components remain unclear, posing a challenge for effective instructional design.
- Existing research often overlooks the intricate interplay and combined effects of these elements on educational success.
Purpose of the Study:
- To analyze the causal interdependencies among key gamification elements in higher education.
- To investigate the combined effects of gamification elements on student engagement and learning outcomes.
- To provide a systematic model for understanding gamification dynamics in educational settings.
Main Methods:
- Employed the Fuzzy Decision-Making Trial and Evaluation Laboratory (DEMATEL) method to model causal relationships.
- Collected data from 50 undergraduate and postgraduate students experienced in gamified learning environments.
- Accounted for ambiguity in human judgment to capture direct and indirect relationships.
Main Results:
- Feedback emerged as a dominant driving factor, strongly influencing competition (0.45) and rewards (0.50).
- Competition significantly strengthens rewards (0.55) and leaderboards (0.60).
- Rewards positively impact engagement with challenges (0.50), highlighting a chain reaction of influence.
Conclusions:
- The study successfully applied Fuzzy DEMATEL to model gamification element interdependencies in higher education.
- Feedback, competition, and rewards form a critical nexus influencing engagement and learning outcomes.
- Findings offer educators a structured approach to designing effective gamified learning experiences for enhanced student success.

