Gamification was presented in 2008 however began getting footing in 2010. The reason for gamification is to apply game standards and game mechanics that has been created in the previous thirty years in game turn of events and apply these on every day errands, work and education with the purpose to increase the students interest and motivation to the activity that is gamified. The purpose of this thesis is to research on how to design an online education platform through gamification. A case study has been used to satisfy the point of the investigation. In this study, we have depicted what gamification is and how it very well may be applied in a learning climate to drive and connect with students. We have taken as our beginning stage a report from the Swedish Schools Inspectorate which shows that students in the present school experience the ill effects of an absence of motivation and intriguement. Hence, our motivation with this study has been to explore whether this learning point of view can work as an apparatus/strategy to expand students responsibility and motivation and whether it can include support for students learning. The investigation gives various instances of elements and mechanics utilized in games and which capacities and capabilities they have and what they can mean for students' inspiration. This work is important because it can be used to make the education system more interactive for the students in a way to engage and motivate them to perform better in school.