Gamification elements and student engagement in higher education using fuzzy DEMATEL analysis

Xiaoyan Wang, Huizong Li, Anfeng Xu · 2026

Read Gamification elements and student engagement in higher education using fuzzy DEMATEL analysis by Xiaoyan Wang, Huizong Li, Anfeng Xu (2026) in the Tower of Babel, a free online library of public-domain works preserved in clean, searchable text. No sign-up. The full text is served as a plain-text file at a predictable URL, where text is present: https://antarctic-labs.com/tower-of-babel/pmc-13447854.txt.

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

CREATORXiaoyan Wang, Huizong Li, Anfeng Xu
YEAR2026
COLLECTIONPAPERS
FORMATTXT
FILE SIZE44 KB
VERSION1.0
LICENSECC BY 4.0
RIGHTSCC BY
SOURCEEurope PMC

Source: https://europepmc.org/articles/PMC13447854

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