Motivation from students that studies at higher educational institutes can sometimes be minimalistic at different times. This can depend on different reasons, such as boring lectures, bad assignments or that the student does not feel the social belonging to their class. With this study, we want to help the students by increasing their motivation with the use of gamification in an e-service. Through a collaboration with Marcus Lindstedt that studies game development at Malmö Högskola, we created an e-service that contains gamification elements to motivate students. The prototype that is created is not supposed to replace the student's current e-service but should be seen as a complement to increase motivation. To test if the students felt more motivated after using this prototype, we gave 10 students the opportunity to test it during a ten minutes time period. The results from the students were then gathered from a questionnaire that consists of a number of questions regarding this prototype and motivation.