The paper presents a study in the field of gamification of learning, in particular–in structural gamification. The four-stages cyclic (Learning–Evaluation–Rewarding–Ranking) gamification learning model is proposed. The used gamified elements (level, story/history, challenge, team, time frame, game progress, status (avatar), bonus, badge, reward, hidden treasures, combo and leaderboard) with their impact to the learner's motivation are explained. Two plug-ins are designed, developed and tested with real users. One of the plug-ins changes the design of the learning course in game-like view, while the other ranks the students in a leaderboard with their avatars, according to their course progress. The short explanation of the experiment with learners is done and part of the statistical results from the conducted survey in five areas (practical applicability; motivation; design and accessibility; interactivity and communication; and intelligibility) are shown.