“…Gamification is being increasingly used in various domains ranging from skill identification in recruitment to building engaging course curricula in fields such as computer science, mathematics and biology (Kasahara, Sakamoto, Washizaki, & Fukazawa, 2019;Lo & Hew, 2020;Obaid, Farooq, & Abid, 2020;Schulz, Smaradottir, Prinz, & Hara, 2020;Siswati, Prihatin, Damayanti, Nafisah, et al, 2021). Students often show a keen interest in gamified approaches, and hence they are being explored to enhance traditional programming education (Aycock, Pitout, & Storteboom, 2015).…”