Abstract
This paper discusses the benefits of using games on students' engagement and learning acquisition. Then, the paper describes the teacher's role as key stakeholder in gamification design. The paper uses an extensive literature review and discusses 23 existing gamification design frameworks and approaches, which have been investigated and grouped into four categories namely Pedagogical context; Scenario based; High-level approach and Gamification elements guidance. Although, some of the frameworks could fit in more than one category, they have been placed in the most representative one. The paper then suggests and discusses five frameworks and provides a comparative review. Finally, the paper closes with a critical review of existing gamification design frameworks used in the educational context to explore current practices and find the barriers and challenges that hinder teachers' integration in the design process.