This document discusses gamification as a technique for motivating learners. It defines gamification as using game design concepts outside of games, such as adding rewards and leaderboards, to motivate specific behaviors. The document outlines how gamification can be used to encourage goals and track progress. It also discusses criticism of gamification, such as how extrinsic rewards may undermine intrinsic motivation. Examples are given of how gamification has been applied in education and business. The document concludes that gamification is a useful motivational tool when applied carefully but may not be suitable for every situation.