Abstract
Engaging students continues to be a struggle in education regardless of whether it is in the K-12 sector of the college classroom. In recent years, gaming has become more prevalent in education, but often these games are one-time or stand-alone. This article looks at gamification and the incorporation of a multitude of gaming elements to determine which elements increase motivation of students the most. Participants included a convenience sample from a Technology for Teacher's course required by the university. Data were collected through a pre and post-survey. Results from the study show that the social aspect of engaging with others on a regular basis was most motivating. In addition, prizes for earning points were also considered motivating by the participants.
Recommended Citation
Zakrzewski, Jennifer
(2024)
"Gamification and Game Mechanics in the Classroom: Most Enjoyable 55 Elements to Students,"
Teacher Education Journal of South Carolina: Vol. 17:
No.
1, Article 6.
Available at:
https://digitalcommons.coastal.edu/tejsc/vol17/iss1/6