This document discusses gamification and provides examples of its use. It defines gamification as using game design elements in non-gaming contexts to enhance user experience and achieve goals. Examples discussed include using rewards like badges and leaderboards to motivate health and fitness through apps like Nike Fuelband, and how gamification could benefit education by addressing constraints, emotions, narrative, progression and relationships. The document argues gamification could improve grading by starting students at zero points and allowing them to progress upwards with assignments rather than focusing on a final letter grade.