This document discusses the use of instructional technology in English classrooms. It describes tools like audience response systems that can be used for formative assessment and allow students to provide peer instruction. Interactive whiteboards are also mentioned. The document then focuses on gamification and how game mechanics like levels, points, and badges can be applied to educational contexts to increase student motivation and engagement when learning content or skills. Specific educational games are discussed, as well as the idea that games can incorporate elements of fun and play into learning.