“…Motivational possibilities have been widely used in many fields, such as business (Alcivar & Abad, 2016;Xi & Hamari, 2020), logistics (Warmelink et al, 2020), crowdsourcing (Morschheuser et al, 2017;Mason et al, 2012), retail (Poncin et al, 2017), innovation (Leclercq et al, 2017), healthcare (Hammedi et al, 2017;Johnson, D. et al, 2016;Cafazzo et al, 2012), banking (Rodrigues et al, 2016), mobile marketing (Hofacker et al, 2016;Souiden et al, 2019), human resource management (Kim, 2018) and education (de Pontes et al, 2019;Dichev & Dicheva, 2017;Dicheva et al, 2019;Fraser et al, 2019;Hanus, & Fox, 2015;Koivisto, & Hamari, 2019;Majuri et al, 2018;Osatuyi et al, 2018;Seaborn & Fels, 2015). Furthermore, gamification has been used in many contexts related to education, at different educational levels: from primary school to higher education (Caponetto et al, 2014); higher education, training and tutorials, languages, elementary education, and lifelong education (de Sousa Borges et al, 2014); higher education and training Dicheva et al, 2015); K-6 level (Simões et al, 2013).…”