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By synthesizing the elements and principles of design, learning and games, the authors propose a framework for a learning tool for school students to fulfil a number of learning objectives; the framework includes a design thinking process called \u201cIISC Design Thinking\u201d and its gamified version called \u201cIISC DBox\u201d. The effectiveness of the framework as a learning tool has been evaluated by conducting workshops that involved 77 school students. The results suggest that the gamification used had a positive effect on the design outcomes, fulfilment of learning objectives, and learners' achievements, indicating the potential of the framework for offering an effective, gamified tool for promoting design thinking in school education. In addition to presenting results from empirical studies for fulfilment of the objectives, this paper also proposes an approach that can be used for identifying appropriate learning objectives, selecting appropriate game elements to fulfil these objectives, and integrating appropriate game elements with design and learning elements. The paper also proposes a general approach for assessing the effectiveness of a gamified version for attaining a given set of learning objectives. The methodology used in this paper thus can be used as a reference for developing and evaluating a gamified version of design thinking course suitable not only for school education but also for other domains (e.g., engineering, management) with minimal changes.<\/jats:p>","DOI":"10.1017\/s0890060422000154","type":"journal-article","created":{"date-parts":[[2022,9,29]],"date-time":"2022-09-29T07:57:14Z","timestamp":1664438234000},"update-policy":"https:\/\/doi.org\/10.1017\/policypage","source":"Crossref","is-referenced-by-count":5,"title":["Gamification of design thinking: a way to enhance effectiveness of learning"],"prefix":"10.1017","volume":"36","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-4823-7360","authenticated-orcid":false,"given":"Apoorv Naresh","family":"Bhatt","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Amaresh","family":"Chakrabarti","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"56","published-online":{"date-parts":[[2022,9,29]]},"reference":[{"key":"S0890060422000154_ref23","unstructured":"Design Thinking Bootleg (2018) Available at: https:\/\/dschool.stanford.edu\/resources\/design-thinking-bootleg"},{"key":"S0890060422000154_ref38","doi-asserted-by":"publisher","DOI":"10.1386\/tear.8.1.31\/1"},{"key":"S0890060422000154_ref10","doi-asserted-by":"publisher","DOI":"10.1017\/pds.2021.416"},{"key":"S0890060422000154_ref54","doi-asserted-by":"publisher","DOI":"10.1080\/02188791.2015.1005049"},{"key":"S0890060422000154_ref3","doi-asserted-by":"crossref","first-page":"609","DOI":"10.1016\/j.procs.2019.09.095","article-title":"Some critical issues in innovation and economic development: lessons from the recent Turkish experience","volume":"158","author":"Balci","year":"2019","journal-title":"Procedia Computer Science"},{"key":"S0890060422000154_ref32","first-page":"1305","volume-title":"EdMedia+ Innovate Learning","author":"Khalil","year":"2014"},{"key":"S0890060422000154_ref18","unstructured":"Cortes Sobrino, A , Bertrand, M , Di Domenico, E , Jean, C and Maranzana, N (2017) Educational games for design and innovation: proposition of a new taxonomy to identify perspectives of development. 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