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The Effect of Gamification Implementation in the Learning Management System (LMS) Platform on Perceived Usefulness, Learning Motivation, and Engagement in PNM Jambi Employees


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.

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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.

Paper Submission Last Date
31 - October - 2026

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