This chapter builds upon the research carried out from the previous sections focusing on mapping, motivation, mastering skills, behavioural changes and socialisation. Through using these concepts, guidelines can be drawn up to assist the Educator to harness the flexibility of gamification when designing tasks, challenges, or assessment. The layout of this chapter starts off with guidelines focusing on designing course content and how to incorporate gamification into learning activities; followed on by a theoretical model that could be used to assist in the exploration of the domain topic through the use of technologies, pedagogy and engagement and finally the Summary.