This document discusses two classroom management techniques that incorporate gamification elements: 1) A meaningful gamification class that uses a leveling system, choice of assignments, narrative layer, unknown future outcomes, avatars, leaderboards, and unknown rewards. 2) An information reporting class that uses a leveling system, choice of assignments, narrative layer, known future outcomes, and mystery achievements. The document cautions that gamification elements can confuse non-gamers and recommends creating support systems for weaker students and weighing the overhead of non-traditional grading against the benefits.