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This study aims to investigate the influence of gamification on students’ engagement, learning effectiveness, and satisfaction in higher education, as well as the function of engagement and learning effectiveness in moderating the connection. Data were obtained quantitatively from 306 undergraduate and graduate students in Vietnam who participated in gamified lectures. The links between gamification, student engagement, learning effectiveness, and satisfaction were investigated using structural equation modeling. The results suggested that challenge and enjoyment directly influenced students’ engagement and satisfaction. Additionally, the presence of challenge directly affected learning effectiveness. Engagement and learning effectiveness served as mediators between gamification and students’ satisfaction. Educational institutions, instructors, and academics may use gamification to improve students’ engagement, satisfaction, and learning effectiveness, leading to more inspirational and successful learning experiences in higher education. This study provides significant insights for higher education stakeholders and encourages instructors and institutions to adopt creative teaching methodologies that meet the demands of current students. Adoption of gamification can result in more dynamic and engaging learning environments, which will boost students’ experiences and overall educational quality.
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Stored only when both papers are in the corpus — 29 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.