To deepen students’ interest in and understanding of Kampo medicine, a course on Kampo medicine (7 lessons) was conducted using gamification techniques. Quests (mandatory in-class and extracurricular optional) were set up throughout the course, incorporating game terminology (exploration tasks : quests, points : EXP) and four game elements: (1) goals (high EXP), (2) rules (how to gain EXP), (3) feedback (immediate confirmation of EXP), and (4) voluntary participation (optional quests). The EXP for all quests and the EXP for the final quests were calculated. The EXP from all quests and the EXP from the group work in the final class were used as the final EXP, and the top 10 students were awarded. We conducted questionnaires before and after the class to survey students’ awareness. The response rate for the optional extracurricular quests was 50.8%, and about half of the students voluntarily worked on the assignments. After the class, students’ awareness of the effectiveness of Kampo medicine (p=0.02) and the necessity of Kampo medicine (p=0.07) increased. The use of gamification in the class led to active learning and a deeper understanding of Kampo medicine.