The aim of the article is to present the idea of gamification of academic courses as well as strategies and tools for the game between the lecturer and students, thanks to which a cascading building-up of motivation to study actively will be possible. To achieve this goal, the article uses the concepts contained in the scientific literature devoted to the idea of gamification, the contents of student essays addressing the issue of effective ways to motivate an involved participation in classes and personal experience of the author of the article in applying the elements of games in the teaching process. The results of the deliberations presented in the article and the conclusions formulated on their basis draw attention primarily to the need to introduce innovations into the teaching of academic courses. Methodically properly designed courses, based on the idea of gamification, can fulfil the essential purpose of teaching, which is to stimulate involvement in the process of studying in the modern generation of students - a generation whose way of life is determined by the virtual space, saturation with stimuli, and the need to be noticed in a crowd. Usability of gamification, beyond the desire to develop in students the need for knowledge and understanding, also results from the possibility of building lasting social relations between the lecturer and students which can pay off, through tutor relations, with further cooperation in the realization of joint projects.