Gamification technology can significantly improve learners' motivation, so designing appropriate gamification can contribute to the acceptance of eLearning content by learners. This research attempts to analyze the concept of gamification and its components, types of players, and conditions for successful design by reviewing the literature. In addition, the research aims to investigate how the gamification design process can be used in education and what empirical effects are expected. The research also aims to propose a conceptual framework for gamification integration in eLearning systems based on the instructional design (ID) model. The methodology used in the identification of successful strategies and experiences is based on reviewing the literature that explains gamification, game strategies, and previous gamification frameworks. Examples and suggestions of gamification are included. The findings illustrate the potential techniques for applying gamification in eLearning systems, especially e-courses. The differences between Digital Games, gamebased learning, and gamification are discussed. The findings propose a conceptual framework for gamification integration in eLearning systems based on the ID Model. Gamification has been incorporated into the general phases of the ID model, namely, analysis, design, development, implementation, and evaluation. The findings help decision-makers and stakeholders at higher education institutions differentiate between games, game-based learning, and gamification integration into education and determine suitable ID models as conceptual frameworks for systematically delivering learning content through gamification.