61 10.6 Conclusion
K-12 education through gamification has promising potential to make the learning period in the classrooms more interactive and engaging as well as effective. Though it experiences some difficulties concerning access, teacher preparedness and types of motivation, gamification can be strategically implemented to improve student involvement, accommodate the diverse needs in learning, and educate students on the skills they would need in the future. Technology advances offer more opportunities for immersive, adaptive and purpose-driven gamification that will be a reality in education for K-12.