The aim of the current work is to assess the challenges that gamification in
education are facing nowadays. Benefits and disadvantages of using gamification
in classroom are both discussed to offer a clearer view on the impact of using
gamification within learning process. Exploratory study cases are provided to
investigate the relation between motivation and engagement of the students and
gamification in training. Following this idea, a survey was conducted to assess
how students behavior and motivation is affected by introducing a single,
specific gamification element during a semester learning process. To stimulate
competition among students, a ranking type plugin was introduced within the
university learning management system used for extramural education. The
results prove that motivation decreases by comparison to the previous semester.Comment: 7 pages, 3 figure