Gamification applications appear as the new face of education in the information age. In recent years, the business sector is giving more emphasis on continuous learning and in-company training, but also faces the problem of scarce resources and time. Gamification which supports learning at work, is a practical solution to the emerging needs of qualified personnel and an ideal method to achieve positive outcomes for education of adults. Internalization and practice opportunities are major conditions of adult education, can be provided with gamification. It is known that, extrinsic motivators such as scoring, leveling, and award system help individualsto adopt and get addicted to the games. Gamification is an alternative model of distance education applications so as to convert extrinsic motivators to intrinsic motivation. Gamification supported by mobile technologies also has the potential to reach a mass users group.