Gamification Strategy ##plugins.themes.bootstrap3.article.main## Abstract Education is the most powerful tool for building a future in the world. And learning is a major part of achieving any educational goal. Learning can be more effective if combined with experience. This paper is a detailed description of Gamification in education as a learning aid. And how does it work to strengthen and accelerate the learning? Gamification Strategy is adding game elements into children's non-gaming activity and learning experience during formal education, just to boost student engagement, motivation, and academic achievement. We can say it is to inculcate a positive attitude toward learning and performing better for a child's academic development. Also, it motivates them to complete tasks like school assignments or projects to receive more rewards. References Alblwi, A., et al. (2021). Procrastination on social media: predictors of types, triggers and acceptance of countermeasures. Social Network Analysis and Mining. https://doi.org/10.1007/s13278-021-00727-1 2) Appiah, D.B. (2015). Gamification in education: improving elementary mathematics through engagement in hybrid learning in the classroom. Kwame Nkrumah University of Science and Technology, Department of General Art Studies. 3) Dev, S. (2018: 3 (3), 16-31). Major Factors Affecting the Academic Achievements of Indian Students Residing in India (Kerala) and UAE. Research in Social Sciences and Technology(RESSAT) E-ISSN: 2468-6891 4) Dichev, C., &Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education volume 14, Article number: 9 (2017). https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239- 017-0042-5 5) Eerde ,W.V., &Klingsieck, K. (2018). Overcoming Procrastination? A MetaAnalysis of Intervention Studies. PII: S1747-938X(18)30047-2, DOI: 10.1016/j.edurev.2018.09.002, EDUREV 252, Educational Research Review. https://www.researchgate.net/publication/327736834 6) Gafni, R., et al. (2018). The effects of gamification elements in e-learning platforms. Online Journal of Applied Knowledge Management, A Publication of the International Institute for Applied Knowledge Management, Volume 6, issue 2, 2018. 7) Inocencio, F. (2018). Using Gamification in Education: A Systematic Literature Review. Thirty Ninth International Conference on Information Systems, San Francisco 2018. https://www.researchgate.net/publication/330093575 8) Kaufmann, D.A. (2018). Benefits of Gamification in Online Higher Education. https://files.eric.ed.gov/fulltext/EJ1188367.pdf 50 9) Majuria, J., et al. (2018). Gamification of education and learning: A review of empirical literature. CEUR-WS.org/vol-2186/paper2.pdf 10) ÖZTÜRK, C., & KORKMAZ, O. (2020). The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills. Participatory Educational Research (PER) Vol. 7(1), pp. 1-15, March 2020 Available online at http://www.perjournal.com ISSN: 2148-6123. http://dx.doi.org/10.17275/per.20.1.7.1 11) Rachels, J.R. (2016). The effect of gamification on elementary students' Spanish Language achievement andacademic self-efficacy.LibertyUniversity,Lynchburg,VA. 12)Rastogi, H. (2019). Digitalization of education in India – An analysis. IJRARInternational Journal of Research and Analytical Reviews. [volume 6 i issue 1 ijan. – march 2019] e ISSN 2348 –1269, Print ISSN 2349-5138. http://ijrar.com/ 13)Smiderle, R., et al. (2020). The impact of gamification on students' learning, engagement and behavior based on their personality traits. Smiderle et al. Smart Learning Environments (2020) 7:3. https://doi.org/10.1186/s40561-019-0098-x 14)Welbers, K., et al. (2019). Gamification as a tool for engaging student learning: A field experiment with a gamified app. E-Learning and Digital Media. https://doi.org/10.1177/ 2042753018818342 https://getd.libs.uga.edu/ pdfs/jackson_ deanna_m_201208_edd.pdf 15)https://www.youtube.com/watch?v=Dml-8CIGxRM&list=WL&index=15&t=36s 16)https://www.youtube.com/watch?v=iX3zQo_TCM0&list=WL&index=18 17)https://www.youtube.com/watch?v=W72DnmSZbr4&list=WL&index=15 Download Article Download PDF Submission Details Published: 2023-12-31 Issue: Volume - 9 (2023) Section: Article Authors Prerana Sharma Raina Author Biography Research Scholar, B.P.S. Institute of Teacher Training &Research, B.P.S. Mahila Vishwavidyalaya, Khanpur Kalan,Sonepat Keywords Gamification Strategy, Learning, Student Engagement and Motivation