A study on Gamification and its Impact on Higher Education in the Modern Techno Era Imran Basha K Assistant Professor Department of Corporate Secretaryship QuaideMilleth College for Men, Medavakkam Abstract The Students of modern era are so much engulfed into technology that they spend most of their time in games and the conventional methods of teaching fails to engage the students. Hence, Gamified knowledge transfer is necessary to create an interest among students, so as to make the conventional modes of teaching effective. This paper will discuss the concept of gamification and how it impacts learning, engagement, interest among students in higher education with the help of previous research made and try to provide suggestions on how to make use of gamification as a tool to impact learning among students in higher education Key Words: e-learning, gamification, online learning, engagement, gamification elemements, Higher Education Introduction The present students are advanced locals and have new profile. They grew up with advanced innovations and have distinctive learning styles, new mentality to the learning procedure and higher necessities for educating and learning. Educators are confronting new difficulties and need to illuminate significant issues identified with the adjustment of the learning process towards understudies' needs, inclinations and necessities. Educators need to utilize distinctive instructing techniqueswhat's more, moves toward that enable understudies to be dynamic members with solid inspiration and commitment to their own learning. Present day instructive standards and patterns in training, fortified by the utilization of ICT, make requirements for utilization of new methodologies and procedures so as to execute dynamic learning. Gamification in preparing is one of these patterns. The point of the present work is to study and present the nature and advantages of gamification and to give a few thoughts how to actualize it in instruction. Concept of Gamification According to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engagepeople, motivate action, promote learning, and solve problems.” (Kapp, 2012) Journal of Interdisciplinary Cycle Research Volume XII, Issue II, February/ 2020 ISSN NO: 0022-1945 Page No:464