Gamification applies game themes and elements (like teams, characters, and goals) to lessons to boost motivation, social skills, and self-regulation, rather than using individual games. It encourages active, constructivist learning. However, using extrinsic rewards (points, badges) can be behaviorist and potentially harm intrinsic motivation. To effectively gamify, rewards should be task non-contingent (based on luck, not performance), surprising, and given throughout the learning process. Competition should be managed carefully, perhaps making outcomes luck-based. Peer-group control, using team points and even a puppet referee, can encourage students to enforce class rules and improve behavior.



