This thesis discusses gamification, or the use of game elements in non-game contexts, and its potential application in education in order to enhance student motivation and engagement. After presenting a number of arguments in favor of using this method in schools, the paper presents an overview of game elements and techniques that can be used to trigger motivation, supported by an analysis of the psychological and behavioral mechanisms in play. Finally, an experiment is proposed that investigates the relationship between gamification and academic performance in elementary school students.