This document discusses gamification of learning and instruction. It presents the topic through a fictional story and case involving a detective investigating why learners are disengaged. Through clues and interactions with characters, it is revealed that there are two types of gamification - structural which uses game elements to guide learners through content, and content which alters content to be more game-like. Game elements that can engage learners are identified such as points, badges, leaderboards, challenges, stories, characters, and missions. The presentation models gamification techniques by incorporating a storyline, characters, audience participation, and competition.