I've taught a full-semester split-level online course focused on the concepts of Meaningful Gamification in 2012 and 2013. The course starts with a focus on reward-based gamification, and students create their own syllabus for the class using points, levels, badges, and achievements. The class votes on which syllabus to use.
After living under this syllabus, the class learns about the problems with rewards and the alternatives of play-based gamification through my work on Meaningful Gamification. The class then re-develops their own syllbus, and the rest of the class runs under this more meaningful syllabus.
During the semester where I first ran this class, I explored reward-based gamification in several classes to see what impact it had with students who aren't in a gaming program. Some elements, like leaderboards and optional activities, created a situation where the weaker students struggled in the class. I wrote a paper that talked through these experiences called Exploring Gamification Techniques for Classroom Management.
I will be running this course as an undergraduate Honors course in the Spring of 2014.