The document discusses gamification in English language learning classrooms. It defines gamification as using game design elements in non-game contexts. The presenter identifies several edtech tools for gamifying the classroom, including Kahoot, Quizizz, Quizlet Live, Gimkit, Padlet, Mentimeter, Thinglink and Bamboozle. These tools can improve student engagement, reinforce learning through competition and feedback, and make learning fun and interactive. However, gamification also has some potential disadvantages like overstimulation, being a distraction, and not meeting all students' needs.