This document discusses using gamification to motivate users to provide high-level context information for tasks in teaching. It proposes using elements from digital games like surprises, rules, goals and feedback to encourage initial and repeated input of data. A concept is presented where users' data input progresses a status bar, similar to a monster-pet game. A prototype was created with three visualization options: a rule-based status bar, a monster pet game, and a textual popup. Based on potential for intrinsic motivation and fit with the serious learning context, the status bar approach was found to best balance encouraging data input with avoiding potential stress from a full game interface.