The dual-path mechanism underlying the influence of gamification categories on continuous use intention toward MOOCs

Although previous studies have corroborated the pivotal role of gamification in shaping learners’ continuous use intention toward to massive open online courses (MOOCs), the underlying psychological mechanisms remain underexplored. Grounded in the cognitive-affective personality system (CAPS) theory, this study advances a dual-path mediating model to elucidate how distinct gamification categories are associated with the continuous use intention toward MOOCs (CUIM). By combining offline and online questionnaire surveys, we collected a total of 416 valid samples, which were subsequently analyzed via partial least squares-structural equation modeling (PLS-SEM). The results demonstrate that this proposed model accounts for most of the variance in CUIM. Furthermore, gamification categories are shown to exert a positive relationship with CUIM. More importantly, this relationship is mediated by two key factors: goal commitment and perceived enjoyment. Collectively, these findings provides robust empirical evidence in support of all research hypotheses, thereby consolidating the theoretical foundation for CUIM, and providing practical insights for designing more engaging gamified MOOCs aimed at boosting learner retention.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-10-15
DOI
https://doi.org/10.1057/s41599-026-09297-z
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The dual-path mechanism underlying the influence of gamification categories on continuous use intention toward MOOCs

Yalin Li, Min Zhao
Humanities and Social Sciences Communications
Educational Games and Gamification
article

The dual-path mechanism underlying the influence of gamification categories on continuous use intention toward MOOCs

Yalin Li, Min Zhao
article en

Abstract

Although previous studies have corroborated the pivotal role of gamification in shaping learners’ continuous use intention toward to massive open online courses (MOOCs), the underlying psychological mechanisms remain underexplored. Grounded in the cognitive-affective personality system (CAPS) theory, this study advances a dual-path mediating model to elucidate how distinct gamification categories are associated with the continuous use intention toward MOOCs (CUIM). By combining offline and online questionnaire surveys, we collected a total of 416 valid samples, which were subsequently analyzed via partial least squares-structural equation modeling (PLS-SEM). The results demonstrate that this proposed model accounts for most of the variance in CUIM. Furthermore, gamification categories are shown to exert a positive relationship with CUIM. More importantly, this relationship is mediated by two key factors: goal commitment and perceived enjoyment. Collectively, these findings provides robust empirical evidence in support of all research hypotheses, thereby consolidating the theoretical foundation for CUIM, and providing practical insights for designing more engaging gamified MOOCs aimed at boosting learner retention.

Humanities and Social Sciences Communications
Hubei University Of Economics (CN), Suqian University
Government of Jiangsu Province, China Association of Higher Education
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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