Authors :
Viona Rahmi; Sri Wahyuni
Volume/Issue :
Volume 11 - 2026, Issue 9 - September
Google Scholar :
https://tinyurl.com/4axfnykx
DOI :
https://doi.org/10.38124/ijisrt/26sep622
Note : A published paper may take 4-5
working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and
ResearchGate.
Abstract :
Digital learning transformation through Learning Management Systems (LMS) does not automatically ensure
employee engagement and learning motivation, making gamification relevant for creating engaging learning experiences.
This study aims to examine the effects of gamification on perceived usefulness, learning motivation, and engagement, while
testing the mediating roles of perceived usefulness and learning motivation among employees of PT Permodalan Nasional
Madani Jambi Branch. This quantitative study surveyed 84 employees using the SINAR LMS. Data were collected through
Likert-scale questionnaires and analyzed using PLS-SEM with SmartPLS 4.0. The results show that gamification has
positive and significant effects on perceived usefulness and engagement but has no significant effect on learning motivation.
Perceived usefulness does not significantly affect learning motivation or engagement, whereas learning motivation positively
and significantly affects engagement. Perceived usefulness does not mediate the effect of gamification on learning motivation,
while perceived usefulness and learning motivation fail to serially mediate the effect of gamification on engagement. These
findings indicate that gamification is more effective in directly strengthening employee engagement in organizational digital
learning.
Keywords :
Gamification, Perceived Usefulness, Learning Motivation, Engagement, Learning Management System.
References :
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Digital learning transformation through Learning Management Systems (LMS) does not automatically ensure
employee engagement and learning motivation, making gamification relevant for creating engaging learning experiences.
This study aims to examine the effects of gamification on perceived usefulness, learning motivation, and engagement, while
testing the mediating roles of perceived usefulness and learning motivation among employees of PT Permodalan Nasional
Madani Jambi Branch. This quantitative study surveyed 84 employees using the SINAR LMS. Data were collected through
Likert-scale questionnaires and analyzed using PLS-SEM with SmartPLS 4.0. The results show that gamification has
positive and significant effects on perceived usefulness and engagement but has no significant effect on learning motivation.
Perceived usefulness does not significantly affect learning motivation or engagement, whereas learning motivation positively
and significantly affects engagement. Perceived usefulness does not mediate the effect of gamification on learning motivation,
while perceived usefulness and learning motivation fail to serially mediate the effect of gamification on engagement. These
findings indicate that gamification is more effective in directly strengthening employee engagement in organizational digital
learning.
Keywords :
Gamification, Perceived Usefulness, Learning Motivation, Engagement, Learning Management System.