Thousands of years ago the ancient Greek philosopher Plato had said “Do not keep children to their studies by compulsion, but by play” (Plato, Republic 536e -537a) but then most of the world adopted a traditional teacher-centered learning approach that is considered by many students ineffective and boring. Despite the fact that teachers are always looking for more innovative teaching approaches, it is widely known that schools faced in the past and still face significant motivation and engagement issues. Using educational games and gamification elements as learning tools can be a promising strategy, since they may improve not just knowledge but also fundamental skills, like problem solving, communication and collaboration. But it is crucial that gamification transcends beyond “pontification” (points, badges, and leaderboards) to include features like collaboration and quests/missions/modules that can help students learn more effectively. It needs to focus on intrinsic motivation, grow within a structured framework, meet specific learning objectives, and take into consideration player types, character traits and social interactions. Only then it can bring an Educational change!