This document discusses using gamification to increase student engagement and performance in post-secondary classrooms. It notes that today's students have grown up with technology and are avid video game players. While video games could engage students, they may be too time-consuming for classroom use. The document then introduces gamification as a way to incorporate elements of games, like points, leaderboards, and badges, into educational activities to motivate students in a more time-efficient manner. Examples of gamification in education are provided. The conclusion suggests gamification as a way for the professor to engage students without using full video games in the classroom.