“…Waweru W. B., Ng S. Joseph P. and Eaw C. H. developed a gamified learning application, had the respondents use it and conducted surveys and interviews with the respondents. The results showed that the use of gamification could enhance students' intrinsic motivation to learn, but the effectiveness of this enhancement is also limited by the students' own willingness to do so [6]. Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., Liang, H. N. A feature-rich version and a feature-poor version of a game were given to primary school children, and the result was that the feature-rich version was better able to engage children's interests and facilitate their learning [7].…”