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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

Figures & Tables

Table 1

Descriptions of the seven used game elements (Denden et al., 2021).

GAME ELEMENTDESCRIPTIONBENEFITS
PointsNumerical representation that shows players’ contributions.They can motivate students by making them learn more in order to gain more points.
LeaderboardA board that shows students’ rankings based on their scores.It can positively affect their learning behaviours and outcomes, since it increases competition.
BadgesVirtual rewards for each achieved goal.They can increase students’ motivation and engagement within the course.
FeedbackPrivate and personalized information about students’ performance.It can positively affect their motivation to learn.
Progress barA bar which shows students’ progress toward a goal.It can give students a sense of progression.
LevelsModerate the level of difficulty based on students’ expertise.They can make students more engaged.
ChatMessages for both collaborating and socializing.It can make students feel related to each other.
Figure 1

Badge types used in the gamified course.

Figure 2

Course leaderboard.

Figure 3

A progress bar of a student within the gamified course.

Table 2

Demographic information of students.

CHARACTERISTICSSAMPLE
COUNT%
Background
Computer science83100
Gender
Male2732.53
Female5667.47
Other00
Age Group
18–2583100
Table 3

Threshold used for calibration.

VARIABLESFULL NON-MEMBERSHIPCROSS-OVER POINTFULL MEMBERSHIP
Leaderboard11.844
Badge11.874
Points11.744
Progress bar11.965
Level11.724
Feedback11.615
Chat12.425
Usefulness of gamification11.504
Table 4

Analysis of the necessary conditions for students’ perceived usefulness of gamification.

  CONDITIONCONSISTENCYCOVERAGE
  Leaderboard.84.69
~Leaderboard–.561.00
  Badge.88.71
~Badge–.581.00
  Points.83.72
~Points–.491.00
  Progress bar.89.68
~Progress bar–.641.00
  Level.84.74
~Level–.481.00
  Feedback.81.75
~Feedback.441.00
  Chat.281.00
~Chat.371.00
Table 5

Analysis of the sufficient conditions for students’ perceived usefulness of gamification.

CONFIGURATIONSOLUTION
12345678910
Leaderboard
Badge
Points
Progress bar
Level
Feedback
Chat
Row coverage.27.28.22.21.31.34.27.32.27.30
Unique coverage.00.01.00.00.04.00.03.02.00.01
Consistency.85.83.83.83.83.80.82.81.84.86
Overall solution consistency.76
Overall solution coverage.64

[i] Note: Black circles (•) indicate the presence of a condition, while circles with “X” (⊗) indicate its absence. Large circles denote core conditions, while small circles denote peripheral conditions.

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.