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Gamification is the use of gaming features, such as points or leaderboards, in non-gaming contexts and is a fast-rising trend in education. Unfortunately, these new pedagogical methods are being adopted with little evidence for their effectiveness and without consideration of their potential problems and flaws. In this study, 80 female undergraduates took a math test in a virtual classroom after being exposed to one of three leaderboard conditions: a leaderboard where men held the majority of the top positions, a leaderboard where women held the majority of top positions, and a no leaderboard condition. Contrary to expectations, participants in the female majority leaderboard condition performed more poorly on the math test than those in the other two conditions. We conclude with a discussion of the implications this study’s findings may have for the gamification of education, learning in virtual environments, and for the use of leaderboards within educational settings.