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Many students play (computer) games in their leisure time, thus acquiring skills which can easily be utilized when it comes to teaching more sophisticated knowledge. Nevertheless many educators today are wasting this opportunity. Some have evaluated gaming scenarios and methods for teaching students and have created the term "gamification". This paper describes the history of this new term and explains the possible impact on teaching. It will take well-researched facts into consideration todoi:10.3991/ijet.v8is1.2320 fatcat:lcq6jzos25abroygg6wpemm67u