Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-Set Qualitative Comparative Analysis
Saved in:
| Title: | Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-Set Qualitative Comparative Analysis |
|---|---|
| Language: | English |
| Authors: | Mouna Denden (ORCID |
| Source: | Open Praxis. 2025 17(2):394-408. |
| Availability: | International Council for Open and Distance Education. Lilleakerveien 23, 0283 Oslo, Norway. Tel: +47-22-06-26-30; Fax: +47-22-06-26-31; e-mail: icde@icde.org; Web site: https://openpraxis.org/ |
| Peer Reviewed: | Y |
| Page Count: | 15 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, Educational Games, Design, College Students, Student Attitudes, Recognition (Achievement), Online Courses, Computer Science Education |
| ISSN: | 1369-9997 2304-070X |
| Abstract: | Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a gamified course, using seven game elements, where eighty-three university students were enrolled in the course during an entire semester (three months). It then builds on the complexity theory and fuzzy-set Qualitative Comparative Analysis (fsQCA) to investigate which combination of the seven game elements can explain students' perceived usefulness of gamification in the given course. The findings revealed that no single game element leads to students perceiving gamification useful. Additionally, the evidence from this study suggests that there are ten solutions which can explain the students' perceived usefulness of gamification in the course. Particularly, badge was the most present game element in these solutions, where it is found in eight among the ten solutions. The findings of this study can guide various stakeholders (e.g., educators, designers and developers) on how to create a useful educational gamification, hence enhancing learning experiences and outcomes. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1481279 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1481279 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1481279 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-Set Qualitative Comparative Analysis – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Mouna+Denden%22">Mouna Denden</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-0035-3490">0000-0003-0035-3490</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ahmed+Mohamed+Fahmy+Yousef%22">Ahmed Mohamed Fahmy Yousef</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-0522-0734">0000-0003-0522-0734</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ahmed+Tlili%22">Ahmed Tlili</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-1449-7751">0000-0003-1449-7751</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ronghuai+Huang%22">Ronghuai Huang</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-4651-5248">0000-0003-4651-5248</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ahmed+Hosny+Saleh+Metwally%22">Ahmed Hosny Saleh Metwally</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-9545-5870">0000-0002-9545-5870</externalLink>)<br /><searchLink fieldCode="AR" term="%22Haijun+Zeng%22">Haijun Zeng</searchLink><br /><searchLink fieldCode="AR" term="%22Huanhuan+Wang%22">Huanhuan Wang</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-8979-2769">0000-0001-8979-2769</externalLink>)<br /><searchLink fieldCode="AR" term="%22Rustam+Shadiev%22">Rustam Shadiev</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5571-1158">0000-0001-5571-1158</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Open+Praxis%22"><i>Open Praxis</i></searchLink>. 2025 17(2):394-408. – Name: Avail Label: Availability Group: Avail Data: International Council for Open and Distance Education. Lilleakerveien 23, 0283 Oslo, Norway. Tel: +47-22-06-26-30; Fax: +47-22-06-26-31; e-mail: icde@icde.org; Web site: https://openpraxis.org/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 15 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Recognition+%28Achievement%29%22">Recognition (Achievement)</searchLink><br /><searchLink fieldCode="DE" term="%22Online+Courses%22">Online Courses</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1369-9997<br />2304-070X – Name: Abstract Label: Abstract Group: Ab Data: Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a gamified course, using seven game elements, where eighty-three university students were enrolled in the course during an entire semester (three months). It then builds on the complexity theory and fuzzy-set Qualitative Comparative Analysis (fsQCA) to investigate which combination of the seven game elements can explain students' perceived usefulness of gamification in the given course. The findings revealed that no single game element leads to students perceiving gamification useful. Additionally, the evidence from this study suggests that there are ten solutions which can explain the students' perceived usefulness of gamification in the course. Particularly, badge was the most present game element in these solutions, where it is found in eight among the ten solutions. The findings of this study can guide various stakeholders (e.g., educators, designers and developers) on how to create a useful educational gamification, hence enhancing learning experiences and outcomes. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1481279 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1481279 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 15 StartPage: 394 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Design Type: general – SubjectFull: College Students Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Recognition (Achievement) Type: general – SubjectFull: Online Courses Type: general – SubjectFull: Computer Science Education Type: general Titles: – TitleFull: Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-Set Qualitative Comparative Analysis Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Mouna Denden – PersonEntity: Name: NameFull: Ahmed Mohamed Fahmy Yousef – PersonEntity: Name: NameFull: Ahmed Tlili – PersonEntity: Name: NameFull: Ronghuai Huang – PersonEntity: Name: NameFull: Ahmed Hosny Saleh Metwally – PersonEntity: Name: NameFull: Haijun Zeng – PersonEntity: Name: NameFull: Huanhuan Wang – PersonEntity: Name: NameFull: Rustam Shadiev IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1369-9997 – Type: issn-electronic Value: 2304-070X Numbering: – Type: volume Value: 17 – Type: issue Value: 2 Titles: – TitleFull: Open Praxis Type: main |
| ResultId | 1 |