Gamification refers to the application of gaming elements to non-gaming activities such as classes, workshops, and marketing. This session provides an overview of how gamification increases participant engagement and motivates participants to achieve goals. It is also incredibly versatile, allowing creators of gamified experiences to incorporate the gaming elements, technology, and formats that interest them. Dr. Kilmer will share examples of a variety of gamification techniques and discuss her experience with implementing gamification in her undergraduate courses. Questions and discussion are encouraged!