“…3.2.1 Self-observation. Self-observation refers to employees' ability to monitor their behavior and progress toward their goals (Breevaart, Bakker, & Demerouti, 2014), while gamification is a common element in digital-microlearning environments (Buchem, Carlino, Amenduni, & Poce, 2020). Gamification uses game-based mechanics, aesthetics, and thinking to engage, motivate and promote learning, motivating learners to engage with the content using gaming elements such as interactivity, feedback and challenges in a nongame context (Kapp, 2012).…”