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Evolution in technology has ushered in games consoles, android devices and computer games into our daily lives. The applications has contributed to the rise of interaction with games; making it an addictive part of people's lives. By using the game design elements in non-game contexts, gamification is created. Although gamification has been surging in many fields, due to its effectiveness in engaging and attracting the users, it remains unclear whether a meaningful gamification able to influence the users' cognitive processing capabilities, especially in the field of education. Therefore this paper looks into several studies carried out in games, gamification in cognitive element, and discuss about improving students' cognition and creating a meaningful gamification in learning science and mathematics.
Sanmugam et al. (Mon,) studied this question.