The world of technological entertainment has introduced a new universal language, gaming. Within the language classroom, instructors can learn to utilize this universal language in a way that provides effective formative assessment, builds a classroom community, and introduces entertaining strategies for individualized learning that targets our student "clientele" (so to speak) of now-a-days. Gamifying education in the language classroom allows the instructor to engage with students on a very different level that often times reaches a variety of audiences, regardless of their background or level of comprehension. In this interactive presentation, we will explore some of these platforms through the lens of both the instructor and the student and explore how they might be effective for your own classroom, as professional development, as homework alternatives, and even as supplementary materials.