Gamification elements and student engagement in higher education using fuzzy DEMATEL analysis
Xiaoyan Wang, Huizong Li, Anfeng Xu · 2026
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Description
Xiaoyan Wang and coauthors analyze a 2026 study of how game play parts drive student buy-in in higher teaching, using fuzzy DEMATEL to map causal links amid judgment doubt. The team surveyed 50 undergrads and postgrads used to game-like learning.
Feedback emerged as the top driver, strongly pushing contests and rewards, while contests boosted rewards and rank boards and rewards fed challenge buy-in. The map shows which parts matter most for teachers planning game-like lessons in college classes. The causal map gives teachers a set basis for building game-like plans, though the small sample limits wider use.
Catalog record
| CREATOR | Xiaoyan Wang, Huizong Li, Anfeng Xu |
|---|---|
| YEAR | 2026 |
| COLLECTION | PAPERS |
| FORMAT | TXT |
| FILE SIZE | 44 KB |
| VERSION | 1.0 |
| LICENSE | CC BY 4.0 |
| RIGHTS | CC BY |
| SOURCE | Europe PMC |