Paper— Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game… Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game Elements https://doi.org/10.3991/ijep.v9i5.11028 Kitti Puritat Chiang Mai University, Chiang Mai, Thailand kitti.p@cmu.ac.th Abstract—The idea of Gamification is very popular for applying the gaming concept theory in various fields. Nowhere else is this more important than in ed- ucation. Considering the careful build-up and implementation of game-elements could improve academic performance outcome and student motivation. However, Gamification could require much more time to be designed and applied to edu- cation related activities and it also comes with significant operating and design cost to provide highly engaging activities for students. One of the main problems in designing Gamification is the question: “which game elements should be ap- plied to student activities?”. Moreover one must make sure that it has great impact on students’ performance in terms of their education related performance. Hence, in this research, we focused on studying the impact of each element in order to investigate the behavioral outcome of game elements in educational environ- ments through the concept of knowledge and game-based learning from the Gam- ification concept. In our experiment, we examined the impact of each game ele- ment on senior high school students based on the basic elements of Gamification such as Leaderboard, Cooperative and Awarding badges. In addition, we studied the effect of the game-based learning application called Aqua Republica from UNEP and DHI centers with partner of Thailand. The experiment design com- pared two groups: the “Non-Gamified” and the “Gamified” groups participating in the game-based learning activity Aqua Republica. Academic indicators and numerical indicators were used to directly measure the effect and behavioral out- come of the use of game elements. Finally, the study suggested that leaderboards could improve the overall performance of students so it can be worth implement- ing it in classroom activities. Keywords—Game based learning, knowledge management, Gamification, game elements, and knowledge sharing and water management. 1 Introduction Over the past few years, Gamification has been applied to almost every field of busi- ness, health and education. Examples for Gamification used in healthcare are the appli- cations QUENTIQ (Dacadoo) and Fitocracy where Gamification concept was applied in order to motivate players to exercise more effectively and to change their exercise iJEP ‒ Vol. 9, No. 5, 2019 41