This document provides an overview of gamification and examples of how it can be used in education. It defines gamification as using game elements and principles in non-game contexts. Some benefits of gamification in the classroom include students feeling ownership over learning, a more relaxed environment that allows for failure, and learning becoming visible through progress indicators. The document also provides specific examples of game elements that can engage students, such as narratives, feedback, and social connections. It suggests gamification can make hard subjects more fun and motivate students to learn.