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Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-set Qualitative Comparative Analysis Cover

Which Combination of Game Elements Can Lead to a Useful Gamification in Education? Evidence from a Fuzzy-set Qualitative Comparative Analysis

Open Access
|Jul 2025

Authors

Mouna Denden

mouna.denden91@gmail.com

Univ. Polytechnique Hauts-de-France, LAMIH, CNRS, UMR 8201, 59313, Valenciennes

Ahmed Tlili

ahmed.tlili23@yahoo.com

Smart Learning Institute of Beijing Normal University, Beijing

Ahmed Hosny Saleh Metwally

ahmed.hosny@bnu.edu.cn

Educational Technology Department, Faculty of Education, Helwan University, Cairo

Huanhuan Wang

holly.08@live.cn

Smart Learning Institute of Beijing Normal University

Ahmed Mohamed Fahmy Yousef

ahmed.fahmy@fayoum.edu.eg

College of Education, Instructional and Learning Technologies Department, Sultan Qaboos University, Sultanate of Oman, OM; Education Technology Department, Faculty of Specific Education, Fayoum University Fayoum

Ronghuai Huang

huangrh@bnu.edu.cn

Smart Learning Institute of Beijing Normal University, Beijing

Haijun Zeng

zenghj@bnu.edu.cn

Smart Learning Institute of Beijing Normal University, Beijing

Rustam Shadiev

rustamsh@gmail.com

College of Education, Zhejiang University
Language: English
Page range: 394 - 408
Submitted on: Feb 12, 2025
Accepted on: Mar 24, 2025
Published on: Jul 10, 2025
Published by: International Council for Open and Distance Education (ICDE)
In partnership with: Paradigm Publishing Services

© 2025 Mouna Denden, Ahmed Tlili, Ahmed Hosny Saleh Metwally, Huanhuan Wang, Ahmed Mohamed Fahmy Yousef, Ronghuai Huang, Haijun Zeng, Rustam Shadiev, published by International Council for Open and Distance Education (ICDE)
This work is licensed under the Creative Commons Attribution 4.0 License.