抄録
Whilst gamification is still not widely known, its potential for use has been drawing a lot of attention. It has been
reported that introducing a non-gaming activity or matter to a group of people can encourage them to engage in that activity spontaneously and continuously. In this study, following the theory of gamification, we gamified a lecture of a specialized subject (Logistics Facility Planning) in the KOSEN (National Institute of Technology) education. As a result, the students were able to maintain their motivation and enjoyed working on the tasks as if they were playing a game.