Abstract
Gamification is one of the emerging IT application functionalities getting more popularity recently. This has the effect of skills, such as improvement of motivation. When we conducted a questionnaire on learning motivation in certain Department of Kanazawa Institute of Technology student, that there are half of students who have a berth or no interest in learning was found.
In this study, asked to use the learning system was introduced elements of the Gamefication for this student, and to improve the learning motivation. In addition, the characteristics of the user, that is to try to clarify the learning effects caused by the difference in the game intentionality and learning intentionality.