ArticleBMC psychology2026
Gamification is not just fun: the effect of gamification design elements on shaping intrinsic motivation and learning persistence.
Article in BMC psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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.
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.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
1 author.
Funding
No grant is acknowledged in the PubMed record.
Abstract
As digital learning becomes more common in higher education, learners in online and blended learning environments may encounter challenges such as insufficient engagement, distraction, and course non-completion. Therefore, promoting sustained participation and long-term learning persistence has become an important issue in educational technology and instructional design. In recent years, gamification has attracted increasing attention because of its potential to support learner engagement, feedback, progress visualization, and social interaction. However, its longer-term motivational mechanisms in educational contexts remain insufficiently clarified. This study examined the relationships among gamification design elements, intrinsic motivation, and learning persistence in a 16-week blended digital game-based learning course. A one-group post-intervention survey design was adopted. A total of 337 students from a university in Taichung, Taiwan participated in the study, and data were collected through paper-based self-report questionnaires at the end of the course. Exploratory factor analysis and reliability analysis indicated acceptable construct validity and internal consistency of the measurement scales. Structural equation modeling showed that gamification design elements were significantly and positively associated with intrinsic motivation, and intrinsic motivation was significantly and positively associated with learning persistence. Gamification design elements were also directly associated with learning persistence. The mediation analysis further indicated that intrinsic motivation partially mediated the relationship between gamification design elements and learning persistence. The model fit indices suggested acceptable model fit, and the standardized path coefficients indicated meaningful but moderate positive associations. Overall, the findings provide preliminary empirical support for the proposed model and suggest that need-supportive gamified instructional design may be related to higher intrinsic motivation and stronger learning persistence. The study contributes to gamified learning research by interpreting gamification design as a need-supportive instructional structure rather than merely as a reward-based strategy.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
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.