Recently, the term gamification has been often used to describe an educational strategy that contributes to increased learner engagement and motivation. It is simply defined as the use of gaming features in non-game circumstances to achieve specified objectives. Based on the synthesis of existing gamification research, this paper proposes numerous game components that can be effectively and easily utilized in the context of education. Then, these functions are illustrated through the process of designing a science course for 4th-grade students.Recently, the term gamification has been often used to describe an educational strategy that contributes to increased learner engagement and motivation. It is simply defined as the use of gaming features in non-game circumstances to achieve specified objectives. Based on the synthesis of existing gamification research, this paper proposes numerous game components that can be effectively and easily utilized in the context of education. Then, these functions are illustrated through the process of designing a science course for 4th-grade students.