This document discusses the use of gamification in the classroom to motivate students with dyslexia. It examines two special education teachers' (T1 and T2) use of gamification and their badge systems. T1 aligned badges with literacy activities and the teacher defined and awarded badges. T2 co-created badges with students for challenges in different areas and students awarded themselves badges. Effective principles included making learning public and focusing on student challenges, while limitations included not supporting working toward finer goals or linking interventions to classroom behavior. Gamification shows potential but should inform rather than limit innovation or individual student needs.