Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
These days, the commonly used definition of Gamification is: “The application of typical elements of game playing (such as point scoring and competition) to other areas of activity.” Typically it is used as an online marketing technique to encourage engagement with a product or service.
This theory proposes that gamification can affect learning via one of two processes and is intended to guide decision-making when creating gamified activities. Critically to both, gamification should not be intended just to “get people to learn,” and gamification cannot replace high-quality instruction.
According to Kapp, Gamification is effective when it is used to encourage learners to progress through content, motivate action, influence behavior, and drive innovation.To encourage learners through challenges and goals. When motivating learners to move through instruction and to accomplish goals.