This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."