The document discusses using gamification in education. It lists strategies like using points, badges, leaderboards, and narrative to motivate and engage students. Gamification provides learning opportunities that connect educational content to games. It can be used across subjects and skill levels to engage students and prepare them for the technological world. However, games may distract from learning goals or affect students if not properly implemented. The document provides examples of how gamification could benefit a child with autism or students with ADD. It also includes several links to educational games.