@inproceedings{scholars14689, note = {cited By 1; Conference of 6th International Conference on Computer and Information Sciences, ICCOINS 2021 ; Conference Date: 13 July 2021 Through 15 July 2021; Conference Code:170762}, year = {2021}, doi = {10.1109/ICCOINS49721.2021.9497179}, publisher = {Institute of Electrical and Electronics Engineers Inc.}, journal = {Proceedings - International Conference on Computer and Information Sciences: Sustaining Tomorrow with Digital Innovation, ICCOINS 2021}, title = {A Proposed Gamification Elements of Educational Games}, pages = {14--17}, author = {Elaish, M. M. and Hussein, M. H. and Shuib, L. and Wan Ahmad, W. F. and Becker, K.}, isbn = {9781728171517}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85112461987&doi=10.1109\%2fICCOINS49721.2021.9497179&partnerID=40&md5=07526dfffd2c203cd9168f4230be9322}, keywords = {Artificial intelligence; Computer science; Computers; Software engineering, Classification methods; Design and Development; Educational game; Game design; Interface designs; Minor elements; Research interests, Gamification}, abstract = {Research interest in gamification is currently enjoying global attention. However, while game design is often the focus of these gamification systems, interface design is overlooked. This is due to the expectations of field stakeholders and experts who consider interface to be only a minor element of the gamification experience. The aim of this paper is to propose a classification method that categorizes the gamification element into tangible and intangible. This new classification would provide a clear perspective about the elements before the design and development of an educational game has even begun. The proposed new method of classification would save researcher's time and effort by assisting in the selection of the most appropriate gamification elements for the situation at hand. {\^A}{\copyright} 2021 IEEE.} }