This document provides an overview of gamification and how it can be used in education. It defines gamification as using game mechanics and principles to engage students and make learning fun. Examples of game elements that can be used include badges, levels, achievements and points to reward students for their successes. Research shows that gamification improves student achievement and allows students to take more risks. The document then discusses various game frameworks and elements that can be implemented, as well as examples of existing educational games and apps that can be utilized, such as ClassDojo, Kahoot and Brainscape. It concludes with tips on how to design gamified lessons and apply game dynamics to classroom instruction.