The medical terminology textbook that I use in my college class is also linked up to a variety of games that students can play at home to help them solidify their terminology. Jeopardy, matching, speed games, all work to help the students learn words in a fun way that doesn't feel like learning. It adds excitement and challenges the students to do better, to improve their scores, all while helping them learn their material.
Other applications that we can download for free, or for nominal prices, also help us to learn while having fun: Duolingo and JLPT Study are two that I have on my phone for learning languages. Many schools now have apps for students to improve their science and math skills, and even human anatomy. The ways in which the gamefication in the classroom can enhance learning is endless: but not everyone agrees!
Those who resist gamification in education often cite its improper use of rewards as a motivator. Critics argue that relying on games can be detrimental to intrinsic motivation. Receiving a badge for a job well done is meaningless without an understanding of what specific skills this badge rewards. We agree; games can’t be used to replace pedagogy, but can be used to enhance the overall learning experience. (Source: http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/)