Gamification means the deduction and simulation of the various behavioral patterns that are used in the development of computer game technologies, and it can be helpful to the enthusiasm and efficiency of the behavioral model as defined by Akito Inoue (2012). Based on the concept of game circle theory of game designer Raph Koster (2004), this paper proposes a dynamic recursive spatial gamification design strategy. Spatial configuration forms associated with human behavior trends, such as Space Syntax theory created by UCL Professor Bill Hillier, have already become a gamification quantified analytical tool. Spatial information can be quantified based on this theoretical framework of its spatial analytical tool (convex space, axial lines, visibility, crowds moving, etc.), so that the future spatial use tendency can be predicted before or after space built. In this study, this theory is turned into a spatial parametric shaping and gamification design strategy, which offers designers to design space in terms of behavioral tendency. In this research, Space Syntax analysis, the behavioral tendencies prediction of the void space, and Grasshopper, the parametric form design software, are integrated and combined together as a new gamification artificial intellectual design strategy for users and especially for architectural and urban design teaching and learning. The curator teaching and an behavior observation of exhibition is used as an example to illustrate the proposed gamification strategy.