Based on some articles I have recently read from Learning Solutions, Float Mobile and Kaplan, making things that don’t seem to be a game into a game is growing in popularity within the learning world. Game mechanics, scoring, points, badges, time elements, pattern seeking, item matching, content ratings are quickly working their way into almost every element of life from web site rankings and Thumbs Up/Down to rewards in social games like Farmville and Mobsters. Gamification, as it is now called can also be called the “new thing” within the training community. As we all know, if there is new technology, processes, tools, methodologies available someone will try and implement it into a new program. While Gamification is somewhat new in our world it has been gaining steam in “micro games” online and more specifically in social networking sites where individuals try and acquire an elite status, receive badges and outdo their competitors. To add some clarity, Gamification is only somewhat new in regards to the accompaniment of newer social and mobile technologies. Training designers & developers have been creating learning programs for decades with these same very principles entrenched in the instructional methodologies. How about an on-boarding program given by an instructor that asks new hires to perform certain tasks in order to achieve a certain level, or how about automotive sales reps performing walk-around tours that are then graded by their peers? These training programs enable games withing a learning construct, this engaging users in a different way.