This document discusses the challenges of gamification, particularly in education. It defines gamification as using game elements in non-game contexts. While gamification can be motivating, it faces intrinsic challenges because real life and games have different characteristics. Work is not play. True games involve choice, mastery, and social elements that are difficult to replicate for real-world tasks. In education, the flipped classroom approach allows for more intrinsic motivators by giving students choice, a sense of mastery through practice, and a social community for learning. Providing both traditional and flipped classroom options can help accommodate different learners. An engaging teacher remains the most important factor for classroom success.