Over the last decade gamification has been emerging as an engaging technology to promote learning. However, the majority of research on game inspired learning has focused on children and adolescents. In this project I am going to explore what motivational impact gamification of self-regulated learning has on adults in a higher education context. To explore how adults are motivated by gamified learning, I have conducted research through the design of a gamified quiz application that both supports educational principles and is engaging. Firstly, I have explored theories of gamification, motivation and learning. Then, I have made us of a framework for Interaction Design and the 6D gamification framework by Werbach and Hunter. To collect context-grounded data to act as foundation for my design specifications, I have utilized such methods as interviews, survey, document analysis, prototyping and usability testing. This project illustrates the practical and theoretical insights into the act of designing a specific solution situated in a higher education context. The findings suggest that there is a demand for gamified solutions among students. Furthermore, results indicate that students can be motivated to study more by using a simple gamified quiz-based tool.