“Don’t hate the player, hate the game”

A player can take advantage of the weaknesses of a game or system that is flawed, faulty, or has ‘loopholes’. 
In a classroom, sometimes blame is overly placed upon a ‘bad’ student as opposed to the classroom system itself.  
A game designer should design and develop ways to change the environment in order to decrease the opportunity for failure, frustration, or mischief. 
 
Learn more about Gamification: https://www.coursera.org/learn/gamification