Gamification involves using game elements like rewards and point systems in educational settings. It can elicit positive emotions in students and motivate them to participate more actively. The document discusses gamification in a classroom that used a point system called Class Badges. Students were rewarded for activities like helping peers, speaking in class, and completing challenges. The student found Class Badges beneficial because the rewards motivated them to do extra work, which helped them learn. They believe gamification can engage students and plan to use it in their own teaching.