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Gamification elements constitute a game. It can be present in either digital or analogue forms or both, regardless of its setting. The most commonly used elements are points, leader boards, badges, levels, and feedback. These game attributes are also widely used in the education field due to their potential to positively affect learners, especially the younger generation who are more inclined towards gamified learning compared to pen-and-paper activities. Therefore, a scoping review is conducted based on the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) guidelines to determine the current acknowledgement on the influence of game elements in education among young learners. A total of 364 citations were identified through six databases for this scoping review. A sum of 16 articles was deemed eligible to be selected. The findings indicate that those game elements impact young learners, especially when it involves their learning motivation as it successfully keeps them engaged in the process of acquiring knowledge and constantly wanting for more.
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Rao et al. (2022) studied this question.
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