Venereus said:
All true, but that doesn't change the fact that it's an awful and lazy thing to do in the class room.
I'm generally with you. The same results and even processes behaviorism uses can be applied in a more constructive way from other perspectives. For instance, the flaw in the OP's process is the candy. It will erode over time, as others said. It will also mean that without the "achievements" the behaviour stops being reinforced. Regardless of what others have said, this IS a problem, specific behaviours may be locked down, but the underlying structure of them, the reasoning for them, not so much.
Gamification can work, but behaviourism doesn't get to keep all the credit for it. Gamification isn't just about abstract reward structures, it's about communication through rules and rewards. Behaviourism never got that part right, videogame developers needed to come in and pick up the slack. As it turns out, the reward structure alone wasn't working before videogames came along and realized you can create a communicative link between the creator of the ruleset and the subjects to which it's applied. You can design a system in which their internal train of thought is guided through a message or a feeling is replicated in them besides mere reinforcement, which behaviourism. These are things behaviourism never concerned itself with, which is why it never quite succeeded on this level.
Had they actually owned these breakthroughs, we would be living in 1984 since 1955, for better or for worse.