This work introduces a case study in which the gamified application Kahoot! was implemented in an engineering bridge program. Students' Hexad player type is assessed to gain a better understanding of how their player type relates to their perception of application and the game elements employed. Gamification has shown great potential for improving the learning performance and motivation of students. Nowadays, there exist several gamification applications that facilitate the implementation of game elements in educational environments (e.g., Kahoot!). These applications allow educators to implement game elements, like Leaderboards and Points, into their learning activities. However, researchers have shown that a game element that improves the motivation and performance of an individual might not have the same positive effects on another. Moreover, while researchers have studied the effects of gamification in educational environments, they tend to overlook how students' traits confound the effects that game elements have on their motivation. In light of this, the authors present a case study in which the application Kahoot! is employed in an educational environment. In addition, students' Hexad player type, their perception of the game elements and the application are assessed. The results reveal that students felt motivated by the application. Students with a Hexad player type of Socialiser reported the Team-mode element as the most fun, while Achievers reported the element of Points as the most fun. In general, the Leaderboard was rated as the most motivating and the element of Time-pressure as the most frustrating. These results reveal the capability of gamification to improve students' motivation, but also indicate that individuals respond differently to game elements, which support the potential of personalized educational applications. Finally, the lessons learned and the insights gained from the students' feedback are presented to guide educators in the implementation of gamified applications, like Kahoot!