“…Most of the works use gamification to engage students in learning several testing techniques, such as the code review process (Dal Sasso et al, 2017;Khandelwal et al, 2017), exploratory testing (Costa & Olivei , statement coverage (Clegg et al, 2017;Sherif et al, 2020), loop coverage (Clegg et al, 2017), control flow testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020, dataflow testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Clegg et al, 2017), equivalence partitioning (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Jesus et al, 2020), boundary value analysis (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Clegg et al, 2017;Jesus et al, 2020), state-based testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020 or mutation testing (Rojas & Fraser, 2016). Other works use gamification to motivate students to create test cases for findings bugs, such as (Fraser et al, 2019(Fraser et al, , 2020Silvis-Cividjian, 2021), which are the closest works to ours.…”