Evidence map›Paper›PMID 42209724›Full record

ArticleScientific reports2026

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

Xiaoyan Wang, Huizong Li, Anfeng Xu

Abstract read
In one paragraph

Article in Scientific reports, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Xiaoyan WangSchool of Artificial Intelligence and Software Engineering, Nanyang Normal University, Nanyang, 473061, Henan, China. wangxiaoyan_1981@126.com.
Huizong LiSchool of Artificial Intelligence and Software Engineering, Nanyang Normal University, Nanyang, 473061, Henan, China.
Anfeng XuSchool of Artificial Intelligence and Software Engineering, Nanyang Normal University, Nanyang, 473061, Henan, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Understanding how gamification elements interact to influence student engagement and learning outcomes in higher education remains a significant challenge due to the complexity and uncertainty of these relationships. This research aims to analyze the causal interdependencies among key gamification elements and their combined effects on educational outcomes. To address this, the Fuzzy Decision-Making Trial and Evaluation Laboratory (DEMATEL) method is employed to capture both direct and indirect relationships while accounting for the ambiguity in human judgment. Data were collected from 50 undergraduate and postgraduate students with experience in gamified learning environments. The findings indicate that feedback is a dominant driving factor, exerting a strong causal relationship on competition (0.45) and rewards (0.50). Competition further strengthens rewards (0.55) and leaderboards (0.60), while rewards promote engagement with challenges (0.50). The novelty of this research lies in applying Fuzzy DEMATEL to systematically model the interdependencies among core elements of gamification in higher education. The results offer practical implications for educators, providing a structured basis for designing effective gamified learning strategies that enhance student engagement and improve learning outcomes.

Indexed as

LearningStudentsAcademiaFuzzy LogicHumansRewardCausal interdependenciesFuzzy DEMATELGamificationHigher educationStudent engagement

Identifiers

PMID42209724
PMCPMC13447854

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.