“…Some researchers carried out studies in gamification for various reasons, which consist of facing challenges to initiate software process development (Alhammad&Moreno, 2020), using mobile gaming technologies (Thongkoo,Panjaburee&Daungcharone, Wu, 2014) or digital media (Gekker, 2018), or digital game (Lee, 2019;Barringer, Plummer, Kregenow& Palma, 2018;Martin et al, 2018;Yang, Lin & Chen, 2018;Zinnen, &Godehardt, 2018;Wichadee&Pattanapichet, 2018;Tshering et al, 2018;Stapinski et al, 2017;Ebrahimzadeh,&Alavi, 2017;Reinhardt & Sykes, 2014), combination of technology and information and communication technologies to enhance academic gain (Xanthopoulos&Xinogalos,2018;Appiahene, 2017;Klimova, Blanka&Kacet, 2017;Levitt &Piro, 2014), android application for users (Suprapto&Irrahali, 2019;Kirci&Kahraman, 2015), development of software for educational purposes (Purgina, Mozgovoy, & Ward, 2017;Kuhn & Stevens, 2017;Chubarkova et. al., 2016;Gomez, 2016;), using m-learning app to boost undergraduates' soft skills (Smith, Bille, Southgate,&Stephens,2016), using virtual reality induced with gamification to train students' to improve their communication skills (Lopex& Tucker, 2017; Ruiz et a., 2017;Lochmann, 2016), virtual learning and gamification (Al-Azawei, Baiee& Mohammed, 2019), educational games (Mogrovejo, Mamani, & Tipo, 2019;Homer, Hew & Tan, 2018;Muller et al, 2017;Miladi et. al., 2017;Al-Azawi, 2017), teaching using instructional video games to enhance vocabulary (Abbasi , 2018;…”