With the rapid growth of mobile learning apps, understanding how to enhance user engagement and retention has become a key challenge for developers. This study investigates the impact of four gamification elements—Competition, Chance, Role-playing, and Vertigo—on learners’ interest and continued usage intention in mobile learning apps. The research aims to identify how these game elements influence situational and individual interest, which, in turn, affects learners’ motivation to continue using the apps. Using a questionnaire-based survey, data was collected from 204 mobile learners. The analysis was conducted using SPSS and AMOS software, with reliability and validity tests confirming the robustness of the measurement model. The study applies the SOR (Stimulus-Organism-Response) model to understand the pathways through which gamification elements influence users’ internal states and behaviors. The results reveal that all four gamification elements significantly enhance both situational and individual interest. Additionally, both types of interest positively influence the continued usage intention of mobile learners. These findings highlight the importance of incorporating fun and engaging gamified elements in mobile learning apps to boost learner motivation and ensure sustained app usage. This research provides valuable insights for app developers looking to improve user retention through effective gamification design.

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An Analysis of the Fun Elements in Gamification Design for Mobile Learning Applications

  • Qiuyue Zhao,
  • Yang Liu,
  • Xinying Wang

摘要

With the rapid growth of mobile learning apps, understanding how to enhance user engagement and retention has become a key challenge for developers. This study investigates the impact of four gamification elements—Competition, Chance, Role-playing, and Vertigo—on learners’ interest and continued usage intention in mobile learning apps. The research aims to identify how these game elements influence situational and individual interest, which, in turn, affects learners’ motivation to continue using the apps. Using a questionnaire-based survey, data was collected from 204 mobile learners. The analysis was conducted using SPSS and AMOS software, with reliability and validity tests confirming the robustness of the measurement model. The study applies the SOR (Stimulus-Organism-Response) model to understand the pathways through which gamification elements influence users’ internal states and behaviors. The results reveal that all four gamification elements significantly enhance both situational and individual interest. Additionally, both types of interest positively influence the continued usage intention of mobile learners. These findings highlight the importance of incorporating fun and engaging gamified elements in mobile learning apps to boost learner motivation and ensure sustained app usage. This research provides valuable insights for app developers looking to improve user retention through effective gamification design.