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In the context of English language teaching, which of the following describes the pedagogical use of "gamification"?
Allowing students to play unrelated games as a reward after finishing a test.
Prohibiting all forms of technology and digital media in the classroom to focus on traditional methods.
Using only video games during class time, replacing all other curriculum activities.
Using elements of game design (like points, badges, and leaderboards) in non-game contexts to increase student motivation and engagement.
Requiring students to write essays only about the history of video games.