Gamification is a new technique of using game mechanisms or elements in non-gaming contexts for commercial or educational purposes. Information management process in Institut Pendidikan Guru (IPG) in Malaysia often creates problems because there is no systematic method of storage management. IPG lecturers store their teaching materials using different kinds of methods. This situation causes loss of resources, and difficulty for them to be retrieved and identified when they're needed. Dealing with large volumes of resources, it is essential to use technological solutions that enable flexible storage, retrieval, processing and interpreting of information. To solve the problems, this article introduced a model that uses single platform which is named Information Sharing for Learning (iS4L) for managing teaching and learning resources in IPG. The resources can be stored and accessed at any time. The model also applies the technique of gamification to motivate and encourage users to use the application which consequently increases the volume of resources stored. The quantitative data provided by the online survey reveals that gamification has the potential to attract, motivate, engage and retain users.