This document discusses how gamification can be used in education to increase student engagement and motivation. It explains that gamification utilizes elements like achievable tasks, clear goals, feedback, and a sense of flow or effortless involvement to intrinsically motivate students. The document provides some examples of early gamified education projects from 1985 and 2009-2010 that used games and interactive technologies in the classroom. It concludes by recommending two books on gamification and thanking the reader.
9. What is Gamification?
Gamification is the use of game thinking and game mechanics in non-game contexts to engage users
in solving problems.
Source :
http://en.wikipedia.org/wiki/Gamification