There are many methods of gamification, but a handful are used more often than others. A more specific example of several of these methods is discussed in A Gamified Composition Class.
Achievements
Achievements are particular goals that the player tries to reach. In this way, they are similar to quests, but they are usually presented as something apart from the actual gameplay. Recently, they have become omnipresent in modern gaming systems, popping up as a message at the bottom of the screen—so much so that they’ve spawned their own meme genre. In gamification, achievements will usually offer the player rewards for reaching certain milestones, whether these rewards are real objects or just status markers. For example, players might earn an achievement for hitting certain milestones in purchases. In the classroom, they are often used as a way to reward students for accomplishing something that might not show up directly in a grade.
Player Levels
Player levels are a certain type of status reward that both demonstrates the player’s expertise and often unlocks further abilities. They are most common in role playing games. As opposed to achievements, player levels are typically major milestones. In gamification, player levels act primarily as a status marker and as a means to encourage continued participation in the activity. For example, frequent flyer members are often awarded higher ranks (such as gold or platinum) once they’ve reached a requisite number of flights each year. In the classroom, levels are often tied to customizing the difficulty of the class for each student. Students might unlock new exercises (more difficult work) once they reach a certain level (by completing previous work).
Points
Points have a long history in videogames, going all the way back to arcade systems. Often these were status markers that demonstrated a player’s expertise at a game. In modern gaming systems, these might also be attached to achievements in a gamer profile. In gamification, points are often an abstracted form of currency that the user earns for completing objectives. Usually these points can be exchanged for rewards. In the classroom, this might be a further way of abstracting evaluation away from the expected letter grades.
Rewards
Rewards are usually physical items that the player earns. For example, for completing a particular quest, a player may receive a new set of armor or a new weapon. In gamification, rewards most often represent the real goal of the “game.” Users utilize the system in order to obtain the rewards. For example, the frequent flyer might exchange points for an item or discount. In a classroom, a student might be given objects of negligible value (a pencil, eraser, etc.) for gaining levels, reaching point totals, or achieving goals.
Quests
In many games, players are given quests that they are told to pursue. These are usually explicit goals. Sometimes quests are followed in a particular order, but this isn’t always the case. In gamification, quests might offer special rewards. For example, a user might be given a special discount if they purchase a certain amount of a specific type of item in a set time frame. In a classroom, a student could be given these quests instead of assignments. The idea is that the path to achieving the end might be more exploratory and that students might stop thinking of school as a set of tasks they are obligated to complete. Below is a short video about the Quest to Learn middle school that was created around this structure of quests:
Status
Status refers to a social aspect of gaming. The purpose of status is to quickly communicate skill level to other players. Most often this is achieved through player levels, though certain games also use leaderboards or honorary titles. The goal is usually to encourage lower status players to play more. In gamification, status is most often integrated through social media applications. For example, an online commerce site might list top sellers and give them an honorary badge. In a classroom, this might involve a leaderboard (that is based on something other than grades).
Additional Resources
"Game Mechanics." Gamification.org: Includes a laundry list of gamification methods. Not all fit under my definition, but the list is still useful for exploring the range of possibilities.