“…It consists of playing educational games as a learning tool that can provide the students with instant feedback, create engagement among the students, improve students' attendance rates, boost learning productivity, increase learning retention, encourage students to spend more time learning, and make learning seem fun (Topîrceanu, 2017). Also, using gamification in the classroom can produce a positive impact on students' learning, motivation, and understanding (Cruickshank & Telfer, 1980;Rowe, 2001;Lazarides, Buchholz, & Rubach, 2017;Topîrceanu, 2017) and on students' self-efficacy as well (Van Dinther, Dochy, & Segers (2011); Gani, 2019;Louth & Jamieson-Proctor, 2019;Yeh et al, 2019).…”