Quality and content evaluation of male HPV infection on Bilibili and TikTok: a cross-sectional study.
Authors: Wang C, Kou Y, Sun H, Li Z, Kuang W
Journal: Scientific reports
mental health
psychology
open access
Abstract
Gamification has proven particularly effective in blended learning environments that combine in-person and online teaching. The adoption of gamification in the education sector is motivated by persistent challenges, including low student engagement, declining motivation, and limited interaction in traditional learning environments. Digital learning contexts further intensify these issues by reducing direct social and instructional presence. Gamification is therefore adopted to introduce structured motivation, immediate feedback, and interactive learning experiences that enhance participation and sustain learner interest. The rise of digital technologies has further driven the use of educational games, offering flexibility, cost-effectiveness, and portability across different teaching models, such as flipped classrooms and traditional approaches. By integrating game elements like points, leaderboards, and badges, educators strive to overcome student disengagement and lack of motivation, thereby enhancing focus, performance, and the overall learning experience. Gamifying learning activities has demonstrated its effectiveness in boosting student engagement and improving learning outcomes. This approach has been incredibly successful in primary and secondary education, providing a more practical and accessible alternative to fully designed educational games. Gamified learning environments create a more enjoyable and interactive experience and improve communication skills, critical thinking, and academic performance. Although gamification has been shown to enhance student motivation and learning performance, its effectiveness can vary depending on students’ design and individual characteristics, such as their learning styles and preferences. However, existing studies primarily rely on descriptive or linear approaches and do not adequately capture the causal interdependencies among gamification elements. The selection of the Decision-Making Trial and Evaluation Laboratory (DEMATEL) technique is justified by its ability to model causal relationships among factors rather than only ranking or weighting them, as in many other Multi-Criteria Decision-Making (MCDM) methods such as AHP or TOPSIS. Unlike these approaches, DEMATEL distinguishes between cause-and-effect factors and captures both direct and indirect influences, making it particularly suitable for analyzing the interdependent structure of gamification elements.