Gamification has numerous educational benefits, including increased student engagement, motivation, and understanding as it provides a fun and enjoyable learning environment, resulting in high academic performance. In non-game contexts such as education, gamification employs game-based elements such as mechanics, aesthetics, and game thinking to engage people, motivate action, improve learning, and solve problems. Prior research has primarily examined the effects of gamification on young adults, whereas other demographic groups, such as older adults, have received less attention. A well-designed gamification framework is required to create effective gamified learning experiences because using a poor framework can negatively affect student learning and motivation. Therefore, this study proposes a conceptual model that can be used to investigate in the relationship between gamification in education and self-efficacy and their effects on academic performance among Palestinian students and which also takes into account the potential moderating roles of gender and age in that relationship.