The document discusses gamification, which is defined as using game elements and mechanics to engage users and solve problems. It provides definitions of gamification from several sources and lists common game elements like badges, levels, and points. The document then discusses contexts where gamification can be applied, such as education, health, and marketing. It notes gamification is not simulations or serious games, but aims to motivate users through choice, control, and fun. Examples of gamified systems like Foursquare and Healthmonth are provided. The document concludes by discussing tools for applying gamification within the Moodle learning management system.