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