Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under question, since a variety of research experiments with the same gamification elements result in conflicting outcomes. Advancement in motivational psychology allows us to relate how perceptions are predictors of well-being and performance. With this purpose, relevant studies have been researched directing the user toward the desired outcomes, and a usability checklist has been developed to assess Motivational Information Systems. We then carried out an experiment from the perception questionnaires and the performance of the students to evaluate a particular gamification system in an educational context. The observed results from the field study have validated the applicability of the checklist, as the predictions were consistent with the literature.