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Teacher Education Journal of South Carolina

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.

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