The Detachment of Function and the Return to Essence: Exploring the Public’s Emotional Attitudes Towards Gamified Education
Abstract
1. Introduction
2. Research Design
2.1. Sentiment Recognition
2.2. LDA Topic Modeling
2.3. Research Platform Selection
2.4. Research Framework
3. Methodology
3.1. User Group and Sample Data
3.2. Tools Used
3.3. Program Details
3.3.1. Data Preprocessing
3.3.2. Comment Sentiment Analysis
3.3.3. Potential Topic Analysis
3.3.4. Theme Emotion
4. Research Results
4.1. Sentiment Analysis
4.1.1. Emotional Words and Keyword Analysis
4.1.2. Sentiment Score Analysis
4.1.3. Emotional Attitude Analysis
4.2. Potential Theme Analysis
4.3. Topic Sentiment Analysis
5. Discussion and Insights
5.1. Discussion Based on Topic Modeling and Sentiment Analysis
5.1.1. The Public’s Emotional Attitudes Toward Gamified Education Are Diverse
5.1.2. Separation of Gamification Education Function
5.1.3. Return to the Essence of Gamification Education
5.2. Research Contributions and Insights
- (1)
- It expands the explanatory framework of connectionism theory. Connectionism emphasizes the influence of proximity and integrative factors, and the functions embodied by gamified education may be shaped under this trend. On the one hand, gamified education tends to focus on intuitive and simple teaching tasks, such as language and programming education; on the other hand, it may lead the public to focus on the entertainment value brought by the game itself, resulting in a deviation from its functional purpose. Therefore, the development of gamified education should pay focus on a moderate balance between the tool carriers and the educational subjects. The gamified tools themselves must closely align with the educational goals, while avoiding deviations between the game content and the teaching tasks.
- (2)
- It proposes the dynamic influence of emotions and the learning process. The article points out that the state of emotions may have an impact on the learning process and outcomes. Positive emotions can enhance learners’ concentration, cognitive processing ability and self-efficacy, thereby strengthening learning motivation and efficiency. This helps learners to enhance the internalization of knowledge, build a knowledge system, and ultimately optimize learning outcomes. Negative emotions have a negative effect on learners’ cognitive and emotional states during the learning process, thereby affecting the learning outcome. These negative emotions can interfere with learners’ concentration and information processing ability, and reduce learning efficiency.
- (3)
- It has been clarified that the ultimate goal of gamified education is to return to the essence of education. Gamification serves as a bridge between thinking and learning, and its core theme has always been education. Gamified education has undergone multiple evolutions and integrations. It is not only about integrating game elements into learning, but also about innovating in educational concepts and teaching methods. Through gamified design, education is transformed into a more flexible, interactive and decentralized learning environment, enabling students to explore themselves and construct knowledge through active participation. In such an environment, not only can the mastery of subject knowledge be enhanced, but also deeper exploration and development can be achieved in terms of emotions and cognition. The advantages of gamification have been brought into play, ultimately achieving a return to the essence of education.
6. Conclusions
- (1)
- Optimize the balance between entertainment elements and deep learning to enhance learning motivation and effectiveness. Gamification design should be closely integrated with the depth of disciplinary knowledge (Oliveira et al., 2023) to ensure that entertainment elements do not distract learners from the academic depth. To solve the problem of students’ limited attention, the interactivity and interest of learning can be enhanced by reducing cognitive load (Yuldasheva, 2025) and optimizing multimedia resources and multi-level tasks (M. Lee, 2023), thereby strengthening students’ concentration and learning motivation. Meanwhile, combined with the immediate feedback and reflection mechanism (Christopoulos & Mystakidis, 2023), educators can help students deepen the learning content in the game by setting up additional assessment and reflection sections after task completion, ensuring that the entertainment elements do not weaken the depth of knowledge mastery.
- (2)
- Introduce an adaptive learning system to enhance the flexibility of gamified education. Although gamified education has broken the temporal and spatial limitations of traditional education, the overly fixed and standardized curriculum design has restricted the individualized needs of learners. Adaptive learning adjusts the teaching content and learning path in real time according to the individual characteristics of learners, such as learning progress, interests and comprehension ability (Sikora et al., 2024). Through artificial intelligence and data analysis technologies, the system can dynamically optimize the learning experience (Song et al., 2024), monitor the learning status and progress of learners in real time (Aly, 2024), and provide personalized course recommendations and feedback, thereby achieving more efficient learning and meeting their individualized needs.
- (3)
- Pay attention to the relationship between emotional factors and learning motivation. To further enhance learners’ sense of achievement, challenge and social identity, educators can strengthen emotion-driven learning design and emotional support in gamification (Mou et al., 2024). These emotional factors can be enhanced through means such as motivational feedback (Fong & Schallert, 2023) and mobile social interaction (Zhao & McClure, 2024). This can also be achieved by improving technical means.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Country | Time | Author | Comments |
---|---|---|---|
UK | 27 November 2024 | Santosh Khandare | This app is very good for learning English and many other languages. |
USA | 20 September 2024 | AIRHORN99 | wow! so fun! so amazing! just great! |
UK | 27 May 2023 | _Kid_Dragon_ | It gets hard |
USA | 21 January 2022 | &@278gar | I love this game it really helps me |
France | 22 February 2022 | Dilys6191616 | Awesome app |
Num | Word | Frequency |
---|---|---|
1 | fun | 2969 |
2 | love | 2314 |
3 | best | 1239 |
4 | easy | 1072 |
5 | help | 814 |
6 | free | 786 |
7 | better | 542 |
8 | recommend | 474 |
9 | hearts | 409 |
10 | friends | 369 |
Num | Word | Frequency |
---|---|---|
1 | app | 5972 |
2 | learn | 2917 |
3 | fun | 2750 |
4 | language | 2359 |
5 | love | 2122 |
6 | game | 1449 |
7 | best | 1153 |
8 | new | 1131 |
9 | languages | 1015 |
10 | easy | 1010 |
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Ding, L.; Zhang, H.; Zuo, T. The Detachment of Function and the Return to Essence: Exploring the Public’s Emotional Attitudes Towards Gamified Education. Educ. Sci. 2025, 15, 797. https://doi.org/10.3390/educsci15070797
Ding L, Zhang H, Zuo T. The Detachment of Function and the Return to Essence: Exploring the Public’s Emotional Attitudes Towards Gamified Education. Education Sciences. 2025; 15(7):797. https://doi.org/10.3390/educsci15070797
Chicago/Turabian StyleDing, Liwei, Hongfeng Zhang, and Tuxian Zuo. 2025. "The Detachment of Function and the Return to Essence: Exploring the Public’s Emotional Attitudes Towards Gamified Education" Education Sciences 15, no. 7: 797. https://doi.org/10.3390/educsci15070797
APA StyleDing, L., Zhang, H., & Zuo, T. (2025). The Detachment of Function and the Return to Essence: Exploring the Public’s Emotional Attitudes Towards Gamified Education. Education Sciences, 15(7), 797. https://doi.org/10.3390/educsci15070797