This document discusses using gamification and serious games in education. It defines gamification as using game elements in non-game contexts. Some strategies discussed are gamifying grading, homework, and assessments using points, badges and leaderboards. Serious games are described as simulations that can be used for virtual tours, labs, or assignments with game elements. Developing a multiplayer classroom is discussed as creating a story with avatars, roles, quests, and levels to gamify the learning process. Examples of tools and games that can be used are also provided.