A FEW MONTHS ago, Ben Bertoli, a teacher at Danville Middle School in Indianapolis, was grappling with a class of unmotivated students when he decided to put his love of video games to work.Drawing inspiration from his collection of over 400 Nintendo titles, Bertoli created ClassRealm, a system in which students create virtual avatars and gain experience points for answering questions correctly in class, completing extra assignments and helping classmates.Although the rewards were mostly abstract, the results were real. Formerly reticent pupils immediately became eager to participate. When Bertoli offered extra points for a five-paragraph essay, 20 of his 29 students rushed to write it. And they clamored to fight in Friday "duels," facing off to answer questions while "Pokémon" battle music blared."Some of those kids just need a push in the right direction to get them going," Bertoli said.ClassRealm, which Bertoli is now developing into a system for all teachers to use, is a promising example of a concept known as gamification -- the application of concepts from game mechanics (the theories that are part of the process and study of game design, like progression, prestige, competition and social feedback) to non-gaming environments to change user behavior.