“…These student-oriented approaches in which education assists social, academic, and emotional development are increasingly used to make learning more fun and exciting (McCombs, 2004), support student participation, involvement, and attention, set up a team environment, stimulate responses, discussions, and practical experiences (Senthamarai, 2018). Such Gamified Experiential Technologies (GET; David & Weinstein, 2023) engage students through interactive learning in the classroom (Pearson, 2017). For example, one such form of classroom technology, the SRS (Liu et al, 2019)-a system that consists of a handheld device named a "clicker" (Barber & Njus, 2007;Caldwell, 2007), is an increasingly popular way (Brown et al, 2014) to use game elements (Ebadi et al, 2021) to promote fun and engagement (Zainuddin et al, 2020), interest and effort (Werbach & Hunter, 2012), educational knowledge (Xi &Hamari, 2019), andbroadly, academic well-being (O'Brien, 2016).…”