A decision-support framework for optimizing learner engagement in gamified online education using the HMSAM–MCDM hybrid model
نویسندگان
1 Faculty of Social Sciences and Liberal Arts, UCSI University, Wilayah Persekutuan Kuala Lumpur 56000, Malaysia.
2 School of General Education, Shandong Yingcai University, Jinan 250104, China.
3 Faculty of Science and Mathematics, Sultan Idris Education University, Perak 35900, Malaysia.
doi
10.22105/riej.2026.558999.1735چکیده
Modern digital teaching systems focus on users' core needs, and gamification design has become a key approach to optimizing online education. However, traditional design has problems such as decision-making ambiguity and resource mismatch. This study constructs a hybrid HMSAM-MCDM model that combines Structural Equation Modeling (SEM) and the Technique for the Order of Preference by Similarity to Ideal Solution (TOPSIS) to optimize user engagement in gamified online education systems. Through the analysis of questionnaire survey data, SEM verified the intrinsic correlation of seven core variables, with the positive impact coefficients of 0.54, 0.59, and 0.47 on curiosity, happiness, and control, respectively; The positive impact coefficients of curiosity and happiness on gamified learning willingness are 0.42 and 0.49, respectively, and the positive impact coefficients those on immersion are 0.51 and 0.56, respectively; the positive impact coefficient of control on immersion is 0.43. The TOPSIS priority ranking results show that the weights and closeness of the core factors affecting user participation willingness are: Perceived Usefulness (PU) > happiness (JOY) > curiosity (CUR) > control (CTL) > immersion (FI) > Perceived Ease Of Use (PEOU). Research has shown that this hybrid model provides an accurate quantitative basis for decision-making in system optimization through the innovative integration of "SEM variable relationship recognition and TOPSIS quantitative ranking", significantly improving the scientific and operational feasibility of participation optimization in gamified education systems.