Abstract
Since its emergence in the 2010s, gamification has attracted attention in education as a means to enhance learner
motivation. However, many implementations remain one-off classroom practices or experimental trials, and it is difficult to
say that gamification has become embedded in everyday educational practice. At the same time, research in education has
shifted its focus from motivation to the broader concept of student engagement, and increasing attention is being paid to
learning designs that immerse learners and foster active participation in day-to-day classroom environments. The purpose of
this paper is to review prior studies through the lens of engagement in order to explore how gamification can be used in ways
that contribute to everyday educational practice today, and to examine what kinds of theoretical frameworks can serve as
practical guidelines for learning design. Drawing on Landers’ Gamified Learning Theory and Rivera and Garden’s
Gamification for Student Engagement Framework, the paper proposes to redefine gamification as a design resource or
reference for learning that lies as an extension of general instructional design processes.