Abstract
Purpose of this reseatch is to propose Gamification, which provides the user to the continuity and fun by adding a game element to the thing is not a game is increasing. However, although such as rankings of introduction by an easy idea for the ambiguity of Gamification has been introduced as a Gamification, originally a "thing" that can be enjoyed to continue. The purpose of this study is to study the approach to education applications that take advantage of the Gamification.