Gamification is applying game elements to non-game applications to increase engagement. The document discusses gamification elements like tracking progress, feedback, and scaffolding. It provides the examples of "Two Dots" which uses storyline, tracking, feedback, and scaffolding. Gamification encourages mastery, creativity, exploration by providing an interactive experience. It meets different learning preferences and empowers students to take responsibility for their learning. The document suggests how to gamify by creating themes, quests, badges, avatars, and leaderboards.