This document summarizes a presentation on games, interactivity and gamification for learning. The presentation covers definitions of gamification, research on using avatars for learning, how simulation/games can improve learning transfer compared to a classroom, the concept of "flow" in learning, different game perspectives, and provides examples of putting these concepts together. The objectives are to learn about research on avatars, storytelling and games/simulations; learn game-based elements; and understand how gamification can transform learning.