The purpose of this study was to find how gamification of the classroom would affect middle school students in a northern suburban school district in Minnesota. This work was designed to find if student proficiency would increase because of gamification and if students would become engaged with the classroom material due to its implementation. Using three classes taught in this new setting and two classes taught in the standard of past years, test scores were measured and studied to find significant changes along with a survey to the gamified classes about their experience regarding engagement. The study found that there was no major distinction between the classes regarding student proficiency using test scores as data, but the student surveys suggested that student engagement was increased because of the rollout of gamification in the classroom. Gamification may not have a positive or negative impact on student proficiency but does show that it can increase student engagement of the classroom material.