In this article we study the negative effects of applying motivating e-Learning tools as a method to increase students' engagement through their learning process. In particular, we demonstrate that increasing students' motivation can have a negative effect on students' efficiency if they engage with the applications in a wrong way. In our carried out experience, we have used a virtual reconstruction of the TT 209 archeological site in Luxor. This application allows students to move inside and outside the site and get some information on the different activities that were done along the field work. We have found that students tend to use the application just as a game. This fact decreases students' efficiency since they do not pay enough attention to the learning activities inside the system. To avoid this effect, we propose to use gamification strategies such as rewards to redirect students' attention to the learning process.
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