The document discusses gamification in education and how to engage digital native students. It defines gamification as adding elements of games like points, levels and badges to regular educational activities. The document outlines different game mechanics that can be used, such as time constraints, team collaboration and progression systems. It provides classroom activity examples and suggests how each could be gamified, such as adding points and teams to vocabulary memorization. The goal of gamification is to increase student motivation and engagement by appealing to their interests as digital natives.