Associational Pathways and configurations linking perceived gamification quality and teaching presence to self-reported learning persistence in blended STEM learning

Learning persistence remains a critical challenge in blended STEM education. This study tested a dual-pathway association model linking perceived gamification quality and teaching presence to self-reported learning persistence through motivation, self-regulated learning, and engagement. Of 412 enrolled students, 389 submitted the Week 15 questionnaire; 13 submissions were excluded during data-quality screening, yielding N = 376. Disjoint two-stage PLS-SEM supported all seven hypothesized direct paths and both serial indirect associations, explaining 76.2% of persistence variance. The direct GAM→LP association (β = .274) exceeded the serial GAM→MOT→ENG→LP association (β = .208), whereas TP→SRL→ENG→LP (β = .290) slightly exceeded TP→LP (β = .263). Sensitivity analyses showed that ENG→LP remained stable after removing overlapping indicators (β = .566), while a reduced design-focused gamification specification remained strongly associated with motivation (β = .769). Re-estimated fsQCA identified two high-persistence and three low-persistence configurations, with dominant patterns largely mirrored, indicating limited partial configurational asymmetry. Nonresponders showed lower academic and LMS participation, and gender was strongly confounded with program. Findings therefore provide context-bound, cross-sectional evidence of stable associations rather than verified causal mechanisms or population-wide persistence effects.

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Publication Details

Journal
Interactive Learning Environments
Published
2026-08-27
DOI
https://doi.org/10.1080/10494820.2026.2721385
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Associational Pathways and configurations linking perceived gamification quality and teaching presence to self-reported learning persistence in blended STEM learning

Rahma Diani, Ardian Asyhari, Sri Latifah
Interactive Learning Environments
Educational Games and Gamification
article

Associational Pathways and configurations linking perceived gamification quality and teaching presence to self-reported learning persistence in blended STEM learning

Rahma Diani, Ardian Asyhari, Sri Latifah
article en

Abstract

Learning persistence remains a critical challenge in blended STEM education. This study tested a dual-pathway association model linking perceived gamification quality and teaching presence to self-reported learning persistence through motivation, self-regulated learning, and engagement. Of 412 enrolled students, 389 submitted the Week 15 questionnaire; 13 submissions were excluded during data-quality screening, yielding N = 376. Disjoint two-stage PLS-SEM supported all seven hypothesized direct paths and both serial indirect associations, explaining 76.2% of persistence variance. The direct GAM→LP association (β = .274) exceeded the serial GAM→MOT→ENG→LP association (β = .208), whereas TP→SRL→ENG→LP (β = .290) slightly exceeded TP→LP (β = .263). Sensitivity analyses showed that ENG→LP remained stable after removing overlapping indicators (β = .566), while a reduced design-focused gamification specification remained strongly associated with motivation (β = .769). Re-estimated fsQCA identified two high-persistence and three low-persistence configurations, with dominant patterns largely mirrored, indicating limited partial configurational asymmetry. Nonresponders showed lower academic and LMS participation, and gender was strongly confounded with program. Findings therefore provide context-bound, cross-sectional evidence of stable associations rather than verified causal mechanisms or population-wide persistence effects.

Interactive Learning Environments
Universitas Islam Negeri Raden Intan Lampung (ID)
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
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