In recent years, 'gamification' has become a hot topic in higher education. Gamification refers to using technological innovations to 'gamify' learning by borrowing aspects of games, such as scoreboards, competition, rewards, and badges. The idea behind gamification is that it will increase student learning by engaging them more. However, attempts to gamify education can be very costly and are often not successful. In this article, it is argued that this is caused by poor design, specifically of the digital environment that is being gamified. This research paper is aimed at mapping game elements in a well-known generally accepted Learning Management System. This provides a gamification environment that addresses limitation of gamification in education. A gamified course in learning management system (GCLMS) is developed to study increase in student, learning from GCLMS. Steps and levels of the gamification environment is shown with an evidential prove of how GCLMS increase students learning through an initial evaluation. Feedback results from students increase in learning and confidence in applying what they learnt from the GCLMS in real life scenario. This research was carried out on 47 second year undergraduate nursing students.