When game elements are used in other domains, it is referred to as “gamification,” which is used to improve the engagement and motivation level of users. These benefits encourage its use in education to enhance student engagement, motivation, and learning outcomes. This chapter highlights the historical advent of gamification, its blending into the educational domain, an overview of various platforms to aid this blending, and an exploration of studies signifying its benefits in education. This chapter also outlines a case study to investigate its effectiveness and provides some practical considerations for the educational industry. The analysis suggests that gamification can be considered as a complementary tool to be integrated into the traditional classroom environment.