ABSTRACT
The study investigated the influence of gamification elements on the interest and attitude of students in senior secondary schools. A sample of 109 students from senior secondary schools in Egor Local Government Area participated, enabling an exploration of how various gamification strategies impact student behavior and learning. The study focused on specific gamification elements, such as rewards, progress bars, badges, challenges, and interactive activities, examining their effects on students' interest, motivation, attitudes, and engagement. The literature review provided a foundation for understanding the potential benefits of gamification in educational contexts, focusing on how these elements could enhance the learning experience for secondary school students. Data for the research was collected through questionnaires administered to the students, with responses analyzed using mean and standard deviation tables. Hypotheses testing was conducted via Independent t-test analysis to understand the statistical significance of gamification’s impact on student interest and attitudes. Stratified random sampling was used to ensure diverse representation within the sample, allowing for more accurate and generalizable results regarding the influence of gamification on different student groups. The study design allowed a comprehensive view of gamification’s role in educational settings, addressing multiple aspects of student engagement. The findings revealed that gamification significantly enhances student interest in educational activities, with rewards, progress bars, and challenging tasks fostering increased motivation and enjoyment in learning. Students responded positively to gamified elements, which were shown to provide clear goals, foster pride, and stimulate excitement through features like badges and leaderboards. This positive response suggests that gamification can create a supportive and engaging learning environment, aligning with students’ aspirations and enhancing their motivation across academic subjects. Despite these positive impacts, challenges such as inadequate internet, limited teacher training, and high implementation costs highlight the need for improved infrastructure and support to fully integrate gamification into secondary school curricula.