ArticleFrontiers in psychology2026
DEMATEL-based gamified instructional design for music teacher education.
Article in Frontiers in 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.
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Abstract
Background: Gamification has received growing attention as a strategy to enhance learning experiences and educational outcomes in higher education. However, limited evidence exists regarding the relative importance of gamification design elements and their causal relationships, particularly within teacher education contexts. Objectives: This study aimed to identify the most influential gamification design elements using the Decision-Making Trial and Evaluation Laboratory (DEMATEL) method and to examine the effects of a DEMATEL-informed gamified instructional design on academic engagement and teaching self-efficacy among pre-service music teachers. Methods: A mixed-methods approach was employed. An expert panel comprising 32 specialists in music education, educational technology, and gamification evaluated nine gamification design elements through pairwise comparisons. DEMATEL analysis was conducted to determine the prominence and causal relationships among the elements. The identified priority elements were subsequently incorporated into an eight-week gamified instructional intervention involving 78 pre-service music teachers. Academic engagement and teaching self-efficacy were assessed using pretest and posttest measures. Results: The results indicated substantial agreement among experts (Kendall's Conclusion: The findings demonstrate that DEMATEL is an effective approach for identifying and prioritizing influential gamification design elements. The results further indicate that instructional designs emphasizing progress tracking, feedback, and goal-oriented learning activities can substantially enhance academic engagement and teaching self-efficacy among pre-service music teachers. The study provides an evidence-based framework for the design and implementation of gamified learning environments in teacher education.
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