1. the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

Imagine having a classroom where students can learn like they game! Think about it, when a student tries in class and fails, they give up! But when they try and fail in a game, they keep playing… they try again, and again, and again! They exhaust all efforts in order to succeed! Gamification creates an environment where students set their own goals and then do everything in their power to reach them!