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Gamification has been developed to describe extract game elements from good games and use those game elements into non-game context to make the activities more engaging. Gamificaiton has been widely employed in business, health care, etc. Some researchers suggested that gamfication approach could also be used in education to increase student motivation in learning. However, simply add badges or point system into learning content may not be beneficial for student learning, even diminish student motivation. Therefore, this study aims to propose a comprehensive conceptual framework for gamifying online discussion based on theoretical and empirical studies.