“…As shown in Supplementary Table 1 , although there were some drawbacks of using gamification, many empirical studies reviewed reported that both students and teachers held a positive attitude toward using gamification in EFL/ESL learning and teaching, because a gamified course system did increase students’ motivation to learn ( Liu and Chu, 2010 ; Hwang et al, 2017 ; Ge, 2018 ; Homer et al, 2018 ; Hung, 2018 ; Sun and Hsieh, 2018 ; Ho, 2020 ; Zou, 2020 ; Alawadhi and Abu-Ayyash, 2021 ; Almusharraf, 2021 ; Chen, 2021 ; Kaban and Karadeniz, 2021 ; Qiao et al, 2022 ), stimulate students’ interest and engagement in learning English ( Hung, 2018 ; Kingsley and Grabner-Hagen, 2018 ; Sun and Hsieh, 2018 ; Ho, 2020 ; Zou, 2020 ; Alawadhi and Abu-Ayyash, 2021 ; Wang et al, 2021 ), help to create an authentic language environment ( Wu et al, 2014 ; Mei and Yang, 2019 ), help students to make improvements in English skills performance and competence ( Sandberg et al, 2014 ; Hung, 2017 ; Hwang et al, 2017 ; Sevilla Pavón and Haba Osca, 2017 ; Lam et al, 2018 ; Hashim et al, 2019 ; Hong et al, 2020 ; Zou, 2020 ), foster the habit of self-learning and realize learning autonomy ( Sandberg et al, 2014 ; Rueckert et al, 2020 ), and help students to get better knowledge retention ( Ge, 2018 ; Chen et al, 2019 ).…”