The research investigated the use of gamification in learning history. Participants for this research were students learning a History of English Language and Literature course. Qualitative descriptive analysis was used to present the impacts of gamification on learning comprehension and motivation. Results showed positive impacts for students who joined the gamification group as compared to the students who belonged in the conventional group. The average score for gamification groups was 81.5 while conventional learning resulted in an average score of 58. In addition, impacts on motivation included students’ enjoyment of learning. It was concluded that gamification had positive impacts on learning. It was clear that in learning, a component of gamification was needed to improve students’ comprehension and motivation.

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