“…Zainuddin, Shujahat, & Perera (2020) analyzed the trends of gamified learning from 2016 to 2019, and all of them prefer to use points, badges, and leaderboards to enhance learning engagement, and some studies added more digital tools such as Kahoot, Quizizz, etc., and tried to add more game elements to the study. In Wang, Wu and Hou’s (2019) study, the gamified learning was combined with a computer slideshow, and QR codes were printed on the cards. The QR codes on the cards can be scanned and linked to external web resources, which can be used as scaffolding.…”