“…Game-based studies have grown and revolutionised information technology and education. Many studies have embraced mobile education to teach language and one of them is mobile-based learning and gamification(Mikasyte, 2018; Pelser-Carstens; Veruschka, Blignaut&Seugnet, 2017; Marengo &Ladisa, 2016; ), ICT for knowledge acquisition(Ward &Mozgovoy, 2019; Kayimbaşioǧlu, Oktekin&Haci, 2016), to improve second language acquisition (Jorge, 2015), integration of gamification with the 2st century skills learning (Kingsley& Grabner2015), moving away from traditional method of teaching to intelligent game-based learning for people with hearing impairment(Azman &Yunus, 2019; James & Mayer, 2018; Brunvand & Hill, 2019; Kamnardsiri et. al, 2016; Kamnardsiri, Khuwuthyakorn&Wongta, 2016), formative assessment (Zhao, 2019; Chen et al, 2018; Martin& Klein, 2017; Andrew, 2017), stem and game-based learning (Vate&Poonsri, 2015), combination of a role-playing approach with gamification (Topîrceanu, 2017), infusion of computer assisted language learning (CALL) with gamification (Stoakley& Kim, 2017), flipped classroom and gamification to promote critical thinking (Pinar & Kaya, 2019; Wang, 2019; Lo & Hew, 2018; Hung, 2016), game-based and problem solving skills to learn mathematics (Pratama&Setyaningrum,2018), personalise assistance strategy with gamification (Zou et al, 2018; Wei et.…”