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Abstract The current study examines the relevant literature of gamification taxonomies and frameworks related to education. Based on observations and literature reviews, this study identifies the correlation of gamification goals for learning stimulation with gamification principles and game elements. In addition to investigating the impact of gamification applications in an educational context in terms of students’ psychological, behavioural, and learning outcomes. Furthermore, the study explores the impact of Covid-19 pandemic on architectural education, focusing on its challenges and implications on students, educators, and institutions, and the opportunities that emerged from the incorporation of online/distance and blended learning in architectural education during the pandemic. Moreover, it identifies contemporary challenges and proposes four educational approaches for the transition to a model for architectural education in a digital age considering post pandemic challenges. These educational approaches are based on improving networking, exploration, and flexibility & adaptation, implementing transdisciplinary approach, employing fostering creativity models, and integrating information and communication technologies in architectural education, in relation to architectural education learning elements. Finally, the study presents a model using an instructional approach that provides a vision for post-pandemic architectural education using gamification approaches, and identifies challenges for students, educators, and institutions for further investigation. This study responds to the call on the pandemic’s impact on architectural education. Keywords: Architectural education, Gamification, Game elements, Gamification principles Covid-19 pandemic, Transdisciplinary approach, ICT, Online learning, Blended learning |