While there is no universal definition of gamification, it can be described simply as using gaming mechanics and ways of thinking in non-game settings, such as when teachers use a quiz-bowl format to award points while reviewing material for a test. In educational settings, gaming can promote student engagement through competition, instant feedback, and visible progression. Educational Applications One way that these elements have been translated into educational settings is through the use of badges to reward achievement and competencies. The complexity of badging systems can range from giving simple rewards to elementary-age students for reading a book to using digital badges to track and incentivize continuing education for teachers (Johnson, Adams, Estrada, & Freeman, 2014). Other forms of gaming, such as quizzing games like Kahoot and Socrative Student , allow students to review material and practices skills in a competitive setting. As an added bonus, these games allow ...